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Rizzo, Skip
Will healthcare be where the killer VR apps will emerge? Journal Article
In: VR 360, 2018.
@article{rizzo_skip_will_2018,
title = {Will healthcare be where the killer VR apps will emerge?},
author = {Skip Rizzo},
url = {https://www.virtualreality-news.net/news/2018/feb/13/will-healthcare-be-where-killer-vr-apps-will-emerge/},
year = {2018},
date = {2018-02-01},
journal = {VR 360},
abstract = {Virtual reality (VR) technology offers new opportunities for clinical research, assessment, and intervention. Since the mid-1990s, VR-based testing, training, teaching, and treatment approaches have been developed by clinicians and researchers that would be difficult, if not impossible, to deliver using traditional methods},
keywords = {},
pubstate = {published},
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}
Rizzo, Albert ‘Skip’; Shilling, Russell
Clinical Virtual Reality tools to advance the prevention, assessment, and treatment of PTSD Journal Article
In: European Journal of Psychotraumatology, vol. 8, no. sup5, 2018, ISSN: 2000-8198, 2000-8066.
@article{rizzo_clinical_2018,
title = {Clinical Virtual Reality tools to advance the prevention, assessment, and treatment of PTSD},
author = {Albert ‘Skip’ Rizzo and Russell Shilling},
url = {https://www.tandfonline.com/doi/full/10.1080/20008198.2017.1414560},
doi = {10.1080/20008198.2017.1414560},
issn = {2000-8198, 2000-8066},
year = {2018},
date = {2018-01-01},
journal = {European Journal of Psychotraumatology},
volume = {8},
number = {sup5},
abstract = {Numerous reports indicate that the incidence of posttraumatic stress disorder (PTSD) in Operation Enduring Freedom/Operation Iraqi Freedom/Operation New Dawn (OEF/OIF/ OND) military personnel has created a significant behavioural healthcare challenge. These findings have served to motivate research on how to better develop and disseminate evidence-based treatments for PTSD. The current article presents the use of Virtual Reality (VR) as a clinical tool to address the assessment, prevention, and treatment of PTSD, based on the VR projects that were evolved at the University of Southern California Institute for Creative Technologies since 2004. A brief discussion of the definition and rationale for the clinical use of VR is followed by a description of a VR application designed for the delivery of prolonged exposure (PE) for treating Service Members (SMs) and Veterans with combat- and sexual assault-related PTSD. The expansion of the virtual treatment simulations of Iraq and Afghanistan for PTSD assessment and prevention is then presented. This is followed by a forward-looking discussion that details early efforts to develop virtual human agent systems that serve the role of virtual patients for training the next generation of clinical providers, as healthcare guides that can be used to support anonymous access to trauma-relevant behavioural healthcare information, and as clinical interviewers capable of automated behaviour analysis of users to infer psychological state. The paper will conclude with a discussion of VR as a tool for breaking down barriers to care in addition to its direct application in assessment and intervention.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert; Roy, Michael J.; Hartholt, Arno; Costanzo, Michelle; Highland, Krista Beth; Jovanovic, Tanja; Norrholm, Seth D.; Reist, Chris; Rothbaum, Barbara; Difede, JoAnn
Virtual Reality Applications for the Assessment and Treatment of PTSD Book Section
In: Handbook of Military Psychology, pp. 453–471, Springer International Publishing, Cham, Switzerland, 2017, ISBN: 978-3-319-66190-2 978-3-319-66192-6.
@incollection{rizzo_virtual_2017,
title = {Virtual Reality Applications for the Assessment and Treatment of PTSD},
author = {Albert Rizzo and Michael J. Roy and Arno Hartholt and Michelle Costanzo and Krista Beth Highland and Tanja Jovanovic and Seth D. Norrholm and Chris Reist and Barbara Rothbaum and JoAnn Difede},
url = {http://link.springer.com/10.1007/978-3-319-66192-6_27},
doi = {10.1007/978-3-319-66192-6_27},
isbn = {978-3-319-66190-2 978-3-319-66192-6},
year = {2017},
date = {2017-12-01},
booktitle = {Handbook of Military Psychology},
pages = {453–471},
publisher = {Springer International Publishing},
address = {Cham, Switzerland},
abstract = {War is one of the most challenging situations that a human being can encounter. The physical, emotional, cognitive, and psychological demands of a combat environment place tremendous stress on even the most well-prepared military people. It is no surprise that the stressful experiences, characteristics of operations in Iraq and Afghanistan, have produced significant numbers of service members (SMs) and veterans at risk for posttraumatic stress disorder (PTSD), as well as other psychosocial/behavioral health conditions. For example, as of June 2015, the Defense Medical Surveillance System reported 138,197 active duty SMs had been diagnosed with PTSD (Fischer, 2015). In a meta-analysis of studies published since 2001, 13.2% of infantry service members met the criteria for PTSD, with incidence rising dramatically to 25–30% in units with high levels of direct combat exposure (Kok, Herrell, Thomas, & Hoge, 2012). Moreover, as of early 2013, the prevalence of PTSD among discharged veterans receiving treatment at Veteran Affairs (VA) clinics was reported to be 29% (Fischer, 2013). These findings make a compelling case for a continued focus on developing and enhancing the availability of diverse evidence- based treatment options to address this military behavioral healthcare challenge. One emerging area of research and clinical focus is of the use of Virtual Reality (VR) simulation technology as a tool for delivering evidence-based approaches for the assessment and treatment of PTSD. Although in recent times, the popular media has lavishly reported on VR’s potential impact on all elements of our evolving digital culture, and has created the impression that VR is a novel technology, the reality is that VR is not a new concept, and many of its developmental roots are traceable to the 1980s and 1990s (Schnipper et al., 2015). Moreover, a large scientific literature has emerged over the last 20 years demonstrating the unique and added value that is accrued with the use of VR to address a wide range of clinical health conditions (Rizzo 1994; Rizzo et al., 1997; 2002; 2010; 2014; Rizzo, Cukor et al., 2015). Within that context, the present chapter will summarize the ways that researchers and clinicians have employed VR to create relevant simulations that can be applied to the assessment and treatment of PTSD.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Rizzo, Albert
Ethically Aligned Design, Version 2 Book
IEEE, 2017.
@book{rizzo_ethically_2017,
title = {Ethically Aligned Design, Version 2},
author = {Albert Rizzo},
url = {https://standards.ieee.org/industry-connections/ec/ead-v1.html},
year = {2017},
date = {2017-12-01},
publisher = {IEEE},
abstract = {Intelligent and autonomous technical systems are specifically designed to reduce human intervention in our day-to-day lives. In so doing, these new fields are raising concerns about their impact on individuals and societies. Current discussions include advocacy for the positive impact, as well as warnings, based on the potential harm to privacy, discrimination, loss of skills, economic impacts, security of critical infrastructure, and the long-term effects on social well-being. Because of their nature, the full benefit of these technologies will be attained only if they are aligned with our defined values and ethical principles. We must therefore establish frameworks to guide and inform dialogue and debate around the non-technical implications of these technologies.},
keywords = {},
pubstate = {published},
tppubtype = {book}
}
Thomas, Jerald; Azmandian, Mahdi; Grunwald, Sonia; Le, Donna; Krum, David; Kang, Sin-Hwa; Rosenberg, Evan Suma
Effects of Personalized Avatar Texture Fidelity on Identity Recognition in Virtual Reality Proceedings Article
In: Proceedings of ICAT-EGVE 2017 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, The Eurographics Association, Adelaide, Australia, 2017, ISBN: 978-3-03868-038-3.
@inproceedings{thomas_effects_2017,
title = {Effects of Personalized Avatar Texture Fidelity on Identity Recognition in Virtual Reality},
author = {Jerald Thomas and Mahdi Azmandian and Sonia Grunwald and Donna Le and David Krum and Sin-Hwa Kang and Evan Suma Rosenberg},
url = {https://diglib.eg.org/handle/10.2312/egve20171345},
doi = {10.2312/egve.20171345},
isbn = {978-3-03868-038-3},
year = {2017},
date = {2017-11-01},
booktitle = {Proceedings of ICAT-EGVE 2017 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments},
publisher = {The Eurographics Association},
address = {Adelaide, Australia},
abstract = {Recent advances in 3D scanning, reconstruction, and animation techniques have made it possible to rapidly create photorealistic avatars based on real people. While it is now possible to create personalized avatars automatically with consumer-level technology, their visual fidelity still falls far short of 3D avatars created with professional cameras and manual artist effort. To evaluate the importance of investing resources in the creation of high-quality personalized avatars, we conducted an experiment to investigate the effects of varying their visual texture fidelity, specifically focusing on identity recognition of specific individuals. We designed two virtual reality experimental scenarios: (1) selecting a specific avatar from a virtual lineup and (2) searching for an avatar in a virtual crowd. Our results showed that visual fidelity had a significant impact on participants’ abilities to identify specific avatars from a lineup wearing a head-mounted display. We also investigated gender effects for both the participants and the confederates from which the avatars were created.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert “Skip”; Koenig, Sebastian Thomas
Is clinical virtual reality ready for primetime? Journal Article
In: Neuropsychology, vol. 31, no. 8, pp. 877–899, 2017, ISSN: 1931-1559, 0894-4105.
@article{rizzo_is_2017,
title = {Is clinical virtual reality ready for primetime?},
author = {Albert “Skip” Rizzo and Sebastian Thomas Koenig},
url = {https://www.researchgate.net/publication/319165844_Is_Clinical_Virtual_Reality_Ready_for_Primetime},
doi = {10.1037/neu0000405},
issn = {1931-1559, 0894-4105},
year = {2017},
date = {2017-10-01},
journal = {Neuropsychology},
volume = {31},
number = {8},
pages = {877–899},
abstract = {Objective: Since the mid-1990s, a significant scientific literature has evolved regarding the outcomes from the use of what we now refer to as Clinical Virtual Reality (VR). This use of VR simulation technology has produced encouraging results when applied to address cognitive, psychological, motor, and functional impairments across a wide range of clinical health conditions. This article addresses the question, “Is Clinical VR Ready for Primetime?” Method: After a brief description of the various forms of VR technology, we discuss the trajectory of Clinical VR over the last 20 years and summarize the basic assets that VR offers for creating clinical applications. The discussion then addresses the question of readiness in terms of the theoretical basis for Clinical VR assets, the research to date, the pragmatic factors regarding availability, usability, and costs of Clinical VR content/systems, and the ethical issues for the safe use of VR with clinical populations. Results: Our review of the theoretical underpinnings and research findings to date leads to the prediction that Clinical VR will have a significant impact on future research and practice. Pragmatic issues that can influence adoption across many areas of psychology also appear favorable, but professional guidelines will be needed to promote its safe and ethical use. Conclusions: While there is still much research needed to advance the science in this area, we strongly believe that Clinical VR applications will become indispensable tools in the toolbox of psychological researchers and practitioners and will only grow in relevance and popularity in the future. Keywords: Clinical Virtual Reality, Psychology, Rehabilitation, Neuropsychology},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Schnurr, Paula P.; Bryant, Richard; Berliner, Lucy; Kilpatrick, Dean G.; Rizzo, Albert; Ruzek, Josef I.
What I have changed my mind about and why: public health and technology perspectives in the field of trauma studies Journal Article
In: European Journal of Psychotraumatology, vol. 8, no. sup5, 2017, ISSN: 2000-8198, 2000-8066.
@article{schnurr_what_2017,
title = {What I have changed my mind about and why: public health and technology perspectives in the field of trauma studies},
author = {Paula P. Schnurr and Richard Bryant and Lucy Berliner and Dean G. Kilpatrick and Albert Rizzo and Josef I. Ruzek},
url = {https://www.tandfonline.com/doi/full/10.1080/20008198.2017.1372007},
doi = {10.1080/20008198.2017.1372007},
issn = {2000-8198, 2000-8066},
year = {2017},
date = {2017-09-01},
journal = {European Journal of Psychotraumatology},
volume = {8},
number = {sup5},
abstract = {Background: This paper is based on a panel discussion at the 32nd annual meeting of the International Society for Traumatic Stress Studies in Dallas, Texas, in November 2016. Objective: Paula Schnurr convened a panel of experts in the fields of public health and technology to address the topic: ‘What I have changed my mind about and why.’ Method: The panel included Richard Bryant, Lucy Berliner, Dean Kilpatrick, Albert (‘Skip’) Rizzo, and Josef Ruzek. Results: Panellists discussed innovative strategies for the dissemination of scientific knowledge and evidence-based treatment. Conclusions: Although there are effective treatments, there is a need to enhance the effectiveness of these treatments. There also is a need to develop simpler, low-cost strategies to disseminate effective treatments. However, technology approaches also offer pathways to increased dissemination. Researchers must communicate scientific findings more effectively to impact public opinion and public policy.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Talbot, T. B.; Christofferson, K.
Method for Live Production of Synthetic Lung Sounds in an Online Auscultation Simulator Proceedings Article
In: Proceedings of the ILSA Conference, Tromso, Norway, 2017.
@inproceedings{talbot_method_2017,
title = {Method for Live Production of Synthetic Lung Sounds in an Online Auscultation Simulator},
author = {T. B. Talbot and K. Christofferson},
url = {http://ict.usc.edu/pubs/Method%20for%20Live%20Production%20of%20Synthetic%20Lung%20Sounds%20in%20an%20Online%20Auscultation%20Simulator.pdf},
year = {2017},
date = {2017-09-01},
booktitle = {Proceedings of the ILSA Conference},
address = {Tromso, Norway},
abstract = {We are researching the development of an advanced auscultation simulator [1] that will provide for a dynamic examination with varying acoustic output based upon listening location [2], respiratory effort & phase. The simulator will be delivered online through web browsers and support a novel pedagogical approach [3]. Most extant lung sound samples are recorded at a single location and are rife with noise contamination [4], making them unsuitable. Thus, we employ synthetic lung & breath sounds with a clean acoustic profile so that numerous sounds can be mixed without degradation. Two categories of sounds are created: vesicular and adventitious. Vesicular sounds [5] include normal breath, diminished breath, tracheal, & bronchovesicular sounds plus variants. Inspiratory & Expiratory vesicular sounds are selected separately and are combined to produce the desired rate & I:E ratio (Figure 1). Vesicular sounds form the basis of the respiratory loop and represent the ‘base note’ of the exam. Adventitious sounds include varieties of fine crackles, course crackles, wheezes, rhonchi, pleural rubs, and squalks [6,7]. One or more sounds are mixed over vesicular sounds. The adventitious sounds must be very clean as there will already be audible airflow. Sounds are intended to be clear and distinct for the benefit of the learner. At a point within the defined respiratory loop, adventitious sounds are placed at will by a case author (Figure 2). The author may set the effective spatial area of the sounds in order to provide for localized findings which are a common finding in the pulmonary exam [8]. With control over the respiratory loop, spatial & temporal presentation, and access to a variety of synthetic lung sounds, a wide variety of clinical presentations may be created. The next problem involves the live coordination & mixing of sounds during the simulation. A challenge because our simulator runs on web browsers, we employ the new open-source Web Audio API [9] to handle sound processing. The API uses Audio Nodes that provide for Sound Sources, Gain Nodes, Filters, Processors and Mixers (Figure 3). A Biquad Filter has many modes including Low Pass which can simulate the 200Hz attenuation of healthy lung tissue and vary the effect by listening locale. Other filters provide for phase, frequency, wave-shaping and environmental acoustic effects. Listening locale presentation is customized by manipulating Gain Nodes. This method allows for a clean auscultation exam with clear and easily identifiable sounds which should aid in the learning process. Single sounds can be isolated during the dynamic exam as a teaching tool. Conversely, more complex and challenging presentations can be created. One drawback to this approach is the expense and effort of creating the synthetic sounds, though once made they can be reused a great deal. When completed, our synthetic sounds will be posted on an open-source exchange [10]. Eventually, it may be possible to use high-quality processed lung recordings with this method.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Powell, Wendy; Rizzo, Albert; Sharkey, Paul; Merrick, Joav (Ed.)
Virtual reality: recent advances in virtual rehabilitation system design Book
Nova Science Publishers, New York, NY, 2017, ISBN: 978-1-5361-2040-0.
@book{powell_virtual_2017,
title = {Virtual reality: recent advances in virtual rehabilitation system design},
editor = {Wendy Powell and Albert Rizzo and Paul Sharkey and Joav Merrick},
url = {https://researchportal.port.ac.uk/portal/en/publications/virtual-reality(9f0b8e00-c449-40e5-8d36-d8994f25a5ea)/export.html},
isbn = {978-1-5361-2040-0},
year = {2017},
date = {2017-09-01},
publisher = {Nova Science Publishers},
address = {New York, NY},
abstract = {In recent years we have seen a trend towards the use of virtual reality (VR) technologies for rehabilitation and disability support. This is partly driven by the decreasing cost and improved accessibility to the technology, but also by the growth in expertise of virtual rehabilitation researchers and practitioners. The benefits of virtual reality are becoming well established in a number of areas such as pain management, physical rehabilitation and cognitive interventions, and research studies have demonstrated benefits across a range of conditions including Parkinson's disease, cerebral palsy, autism and anxiety disorders. However, the diversity of hardware and software available currently has little standardisation, and patients with disabilities or health conditions often have unique interaction needs which differ from the general population. In this book we explore a number of these issues, presenting recent research findings and technical developments which help us to understand the unique challenges of virtual rehabilitation design and guide future VR system development},
keywords = {},
pubstate = {published},
tppubtype = {book}
}
Powell, Wendy; Rizzo, Albert; Sharkey, Paul; Merrick, Joav (Ed.)
Rehabilitation: innovations and challenges in the use of virtual reality technologies Book
Nova Science Publishers, New York, NY, 2017, ISBN: 978-1-5361-2080-6.
@book{powell_rehabilitation_2017,
title = {Rehabilitation: innovations and challenges in the use of virtual reality technologies},
editor = {Wendy Powell and Albert Rizzo and Paul Sharkey and Joav Merrick},
url = {https://researchportal.port.ac.uk/portal/en/publications/rehabilitation(629f8c25-1a84-4741-8ca7-f293109d7140)/export.html},
isbn = {978-1-5361-2080-6},
year = {2017},
date = {2017-09-01},
publisher = {Nova Science Publishers},
address = {New York, NY},
abstract = {Virtual rehabilitation has been the focus of considerable research for many years, but the recent upsurge in consumer-ready virtual reality hardware and software has led to an increase in interest in its use in a variety of clinical and home settings. Balancing the upsurge in demand for innovative technological healthcare tools is the need for a credible evidence base for its use and guidance for practitioners on which systems and applications are suitable for different patient populations and rehabilitation goals. This promising branch of healthcare is already being used to benefit many patients in homes and clinics around the world, but it is evident that there is still much more to learn if we are to continue to push the boundaries of clinical innovation and excellence. In this book we present recent research addressing a number of these important topics, adding to our understanding of the complex issues and clinical considerations in virtual rehabilitation research and application.},
keywords = {},
pubstate = {published},
tppubtype = {book}
}
Bernardet, Ulysses; Kang, Sin-hwa; Feng, Andrew; DiPaola, Steve; Shapiro, Ari
A Dynamic Speech Breathing System for Virtual Characters Proceedings Article
In: Proceedings of the 17th International Conference on Intelligent Virtual Agents, pp. 43–52, Springer, Stockholm, Sweden, 2017, ISBN: 978-3-319-67401-8.
@inproceedings{bernardet_dynamic_2017,
title = {A Dynamic Speech Breathing System for Virtual Characters},
author = {Ulysses Bernardet and Sin-hwa Kang and Andrew Feng and Steve DiPaola and Ari Shapiro},
url = {https://link.springer.com/chapter/10.1007/978-3-319-67401-8_5},
doi = {10.1007/978-3-319-67401-8_5},
isbn = {978-3-319-67401-8},
year = {2017},
date = {2017-08-01},
booktitle = {Proceedings of the 17th International Conference on Intelligent Virtual Agents},
pages = {43–52},
publisher = {Springer},
address = {Stockholm, Sweden},
abstract = {Human speech production requires the dynamic regulation of air through the vocal system. While virtual character systems commonly are capable of speech output, they rarely take breathing during speaking - speech breathing - into account. We believe that integrating dynamic speech breathing systems in virtual characters can signi cantly contribute to augmenting their realism. Here, we present a novel control architecture aimed at generating speech breathing in virtual characters. This architecture is informed by behavioral, linguistic and anatomical knowledge of human speech breathing. Based on textual input and controlled by a set of low- and high-level parameters, the system produces dynamic signals in real-time that control the virtual character's anatomy (thorax, abdomen, head, nostrils, and mouth) and sound production (speech and breathing). The system is implemented in Python, o ers a graphical user interface for easy parameter control, and simultaneously controls the visual and auditory aspects of speech breathing through the integration of the character animation system SmartBody [1] and the audio synthesis platform SuperCollider [2]. Beyond contributing to realism, the presented system allows for a exible generation of a wide range of speech breathing behaviors that can convey information about the speaker such as mood, age, and health.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Wang, Ning; Pynadath, David V.; Hill, Susan G.; Merchant, Chirag
The Dynamics of Human-Agent Trust with POMDP-Generated Explanations Proceedings Article
In: Proceedings of the 17th International Conference on Intelligent Virtual Agents (IVA 2017), Springer International Publishing, Stockholm, Sweden, 2017, ISBN: 978-3-319-67400-1 978-3-319-67401-8.
@inproceedings{wang_dynamics_2017,
title = {The Dynamics of Human-Agent Trust with POMDP-Generated Explanations},
author = {Ning Wang and David V. Pynadath and Susan G. Hill and Chirag Merchant},
url = {https://link.springer.com/chapter/10.1007/978-3-319-67401-8_58},
isbn = {978-3-319-67400-1 978-3-319-67401-8},
year = {2017},
date = {2017-08-01},
booktitle = {Proceedings of the 17th International Conference on Intelligent Virtual Agents (IVA 2017)},
publisher = {Springer International Publishing},
address = {Stockholm, Sweden},
abstract = {Partially Observable Markov Decision Processes (POMDPs) enable optimized decision making by robots, agents, and other autonomous systems. This quantitative optimization can also be a limitation in human-agent interaction, as the resulting autonomous behavior, while possibly optimal, is often impenetrable to human teammates, leading to improper trust and, subsequently, disuse or misuse of such systems [1]. Automatically generated explanations of POMDP-based decisions have shown promise in calibrating human-agent trust [3]. However, these “one-size-fits-all” static explanation policies are insufficient to accommodate different communication preferences across people. In this work, we analyze human behavior in a human-robot interaction (HRI) scenario, to find behavioral indicators of trust in the agent’s ability. We evaluate four hypothesized behavioral measures that an agent could potentially use to dynamically infer its teammate’s current trust level. The conclusions drawn can potentially inform the design of intelligent agents that can automatically adapt their explanation policies as they observe the behavioral responses of their human teammates.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Powell, Wendy; Sharkey, Paul; Rizzo, Albert; Merrick, Joav (Ed.)
Virtual reality: recent advances for health and wellbeing Book
Nova Science Publishers, New York, NY, 2017, ISBN: 978-1-5361-2454-5.
@book{powell_virtual_2017-1,
title = {Virtual reality: recent advances for health and wellbeing},
editor = {Wendy Powell and Paul Sharkey and Albert Rizzo and Joav Merrick},
url = {https://researchportal.port.ac.uk/portal/en/publications/virtual-reality(f56cf1d4-6f04-4cda-84f3-b8bfacf585af)/export.html},
isbn = {978-1-5361-2454-5},
year = {2017},
date = {2017-07-01},
publisher = {Nova Science Publishers},
address = {New York, NY},
abstract = {Virtual reality and human interaction with it is a complex topic, and certainly not one which will be mastered overnight; but across the world, there is excellent research being carried out for all of these important domains. As humanity extends its understanding of the interplay with these system components, developers will be well-positioned to design better and more effective virtual reality interventions and come closer to realising the full potential of virtual reality for health and well-being. In this book, the authors present a number of short papers from research groups around the world working in this important and complex field. The chapters explore a range of issues, suggesting routes forward and offering insights into both the potential and the challenges of this rapidly maturing technology.},
keywords = {},
pubstate = {published},
tppubtype = {book}
}
Krum, David M.; Kang, Sin-Hwa; Phan, Thai; Dukes, Lauren Cairco; Bolas, Mark
Social Impact of Enhanced Gaze Presentation Using Head Mounted Projection Proceedings Article
In: Proceedings of the Human-Computer Interaction International Conference, Springer International Publishing, Vancouver, Canada, 2017, ISBN: 978-3-319-58696-0 978-3-319-58697-7.
@inproceedings{krum_social_2017,
title = {Social Impact of Enhanced Gaze Presentation Using Head Mounted Projection},
author = {David M. Krum and Sin-Hwa Kang and Thai Phan and Lauren Cairco Dukes and Mark Bolas},
url = {https://link.springer.com/chapter/10.1007/978-3-319-58697-7_5},
isbn = {978-3-319-58696-0 978-3-319-58697-7},
year = {2017},
date = {2017-05-01},
booktitle = {Proceedings of the Human-Computer Interaction International Conference},
publisher = {Springer International Publishing},
address = {Vancouver, Canada},
abstract = {Projected displays can present life-sized imagery of a virtual human character that can be seen by multiple observers. However, typical projected displays can only render that virtual human from a single viewpoint, regardless of whether head tracking is employed. This results in the virtual human being rendered from an incorrect perspective for most individuals in a group of observers. This could result in perceptual miscues, such as the “Mona Lisa” effect, causing the virtual human to appear as if it is simultaneously gazing and pointing at all observers in the room regardless of their location. This may be detrimental to training scenarios in which all trainees must accurately assess where the virtual human is looking or pointing a weapon. In this paper, we discuss our investigations into the presentation of eye gaze using REFLCT, a previously introduced head mounted projective display. REFLCT uses head tracked, head mounted projectors and retroreflective screens to present personalized, perspective correct imagery to multiple users without the occlusion of a traditional head mounted display. We examined how head mounted projection for enhanced presentation of eye gaze might facilitate or otherwise affect social interactions during a multi-person guessing game of “Twenty Questions.”},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Kang, Sin-Hwa; Krum, David M.; Khooshabeh, Peter; Phan, Thai; Chang, Chien-Yen; Amir, Ori; Lin, Rebecca
Social influence of humor in virtual human counselor's self-disclosure Journal Article
In: Computer Animation and Virtual Worlds, vol. 28, no. 3-4, 2017, ISSN: 15464261.
@article{kang_social_2017,
title = {Social influence of humor in virtual human counselor's self-disclosure},
author = {Sin-Hwa Kang and David M. Krum and Peter Khooshabeh and Thai Phan and Chien-Yen Chang and Ori Amir and Rebecca Lin},
url = {http://doi.wiley.com/10.1002/cav.1763},
doi = {10.1002/cav.1763},
issn = {15464261},
year = {2017},
date = {2017-04-01},
journal = {Computer Animation and Virtual Worlds},
volume = {28},
number = {3-4},
abstract = {We explored the social influence of humor in a virtual human counselor's selfdisclosure while also varying the ethnicity of the virtual counselor. In a 2 × 3 experiment (humor and ethnicity of the virtual human counselor), participants experienced counseling interview interactions via Skype on a smartphone. We measured user responses to and perceptions of the virtual human counselor. The results demonstrate that humor positively affects user responses to and perceptions of a virtual counselor. The results further suggest that matching styles of humor with a virtual counselor's ethnicity influences user responses and perceptions. The results offer insight into the effective design and development of realistic and believable virtual human counselors. Furthermore, they illuminate the potential use of humor to enhance self‐disclosure in human–agent interactions.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Krum, David M.; Phan, Thai; Kang, Sin-Hwa
Motor Adaptation in Response to Scaling and Diminished Feedback in Virtual Reality Proceedings Article
In: Proceedings of Virtual Reality (VR), 2017 IEEE, pp. 233–234, IEEE, Los Angeles, CA, 2017, ISBN: 978-1-5090-6647-6.
@inproceedings{krum_motor_2017,
title = {Motor Adaptation in Response to Scaling and Diminished Feedback in Virtual Reality},
author = {David M. Krum and Thai Phan and Sin-Hwa Kang},
url = {http://ieeexplore.ieee.org/document/7892262/#full-text-section},
doi = {10.1109/VR.2017.7892262},
isbn = {978-1-5090-6647-6},
year = {2017},
date = {2017-03-01},
booktitle = {Proceedings of Virtual Reality (VR), 2017 IEEE},
pages = {233–234},
publisher = {IEEE},
address = {Los Angeles, CA},
abstract = {As interaction techniques involving scaling of motor space in virtual reality are becoming more prevalent, it is important to understand how individuals adapt to such scalings and how they re-adapt back to non-scaled norms. This preliminary work examines how individuals, performing a targeted ball throwing task, adapted to addition and removal of a translational scaling of the ball’s forward flight. This was examined under various conditions: flight of the ball shown with no delay, hidden flight of the ball with no delay, and hidden flight with a 2 second delay. Hiding the ball’s flight, as well as the delay, created disruptions in the ability of the participants to perform the task and adapt to new scaling conditions.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Talbot, Thomas B
Making Lifelike Medical Games in the Age of Virtual Reality An Update on “Playing Games with Biology” from 2013 Book Section
In: Transforming Gaming and Computer Simulation Technologies across Industries, pp. 103–119, IGI Global, Hershey, PA, 2017, ISBN: 978-1-5225-1817-4 978-1-5225-1818-1.
@incollection{talbot_making_2017,
title = {Making Lifelike Medical Games in the Age of Virtual Reality An Update on “Playing Games with Biology” from 2013},
author = {Thomas B Talbot},
url = {http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-1817-4},
doi = {10.4018/978-1-5225-1817-4},
isbn = {978-1-5225-1817-4 978-1-5225-1818-1},
year = {2017},
date = {2017-01-01},
booktitle = {Transforming Gaming and Computer Simulation Technologies across Industries},
pages = {103–119},
publisher = {IGI Global},
address = {Hershey, PA},
abstract = {Medical simulations differ from other training modalities in that life processes must be simulated as part of the experience. Biological fidelity is the degree to which character anatomical appearance and physiology behavior are represented within a game or simulation. Methods to achieve physiological fidelity include physiology engines, complex state machines, simple state machines and kinetic models. Games health scores that can be used in medical sims. Selection of technique depends upon the goals of the simulation, expected user inputs, development budget and level of fidelity required. Trends include greater availability of physiology engines rapid advances in virtual reality (VR). In VR, the expectation for a naturalistic interface is much greater, resulting in technical challenges regarding natural language and gesture-based interaction. Regardless of the technical approach, the user’s perception of biological fidelity, responsiveness to user inputs and the ability to correct mistakes is often more important than the underlying biological fidelity of the model.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Bautista, Merrick; Leeds, Andrew; Tokel, Tugba; Talbot, Thomas B.
Spoken vs. typed questioning in a conversational medical interview with virtual standardize patients Proceedings Article
In: Proceedings of the International Meeting on Simulation in Healthcare 2017, Orlando, FL, 2017.
@inproceedings{bautista_spoken_2017,
title = {Spoken vs. typed questioning in a conversational medical interview with virtual standardize patients},
author = {Merrick Bautista and Andrew Leeds and Tugba Tokel and Thomas B. Talbot},
url = {http://ict.usc.edu/pubs/SPS_IMSH%202017_Final_Talbot%20Tokel%20Leeds%20Bautista.pdf},
year = {2017},
date = {2017-01-01},
booktitle = {Proceedings of the International Meeting on Simulation in Healthcare 2017},
address = {Orlando, FL},
abstract = {There have been numerous attempts to replicate the experience of human standardized patient (Barrows & Anderson, 1964) on a computer for anytime-anywhere access to the experience. USC Standard Patient seeks to: • improve clinic-based medical encounter simulation with the goal to create engaging virtual standardized patient (VSP) encounters, • enable objective and meaningful assessment of learner interview performance and mature physician interviewing & diagnostic skills. Virtual standardized patients (VSP): • A conversational simulated patient used for medical training and capable of natural language interaction with verbal and nonverbal behavior responses • Offers consistent, objective experience and detailed user feedback to learners},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Bautista, Merrick; Leeds, Andrew; Tokel, Tugba; Talbot, Thomas B.
Spoken vs typed questioning in a conversational medical interview with virtual standardized patients Proceedings Article
In: Proceedings of the International Meeting on Simulation in Healthcare 2017, Orlando, Florida, 2017.
@inproceedings{bautista_spoken_2017-1,
title = {Spoken vs typed questioning in a conversational medical interview with virtual standardized patients},
author = {Merrick Bautista and Andrew Leeds and Tugba Tokel and Thomas B. Talbot},
url = {http://ict.usc.edu/pubs/SPS_IMSH%202017_Final_Talbot%20Tokel%20Leeds%20Bautista.pdf},
year = {2017},
date = {2017-01-01},
booktitle = {Proceedings of the International Meeting on Simulation in Healthcare 2017},
address = {Orlando, Florida},
abstract = {There here have have beenbeen beennumerous numerous numerous numerousattempts attempts to replicatereplicate replicate replicatereplicate the experienceexperience experienceexperience experienceexperienceexperience of humanhumanhuman humanstandardized standardizedstandardizedstandardizedstandardizedstandardized standardizedpatientpatientpatient patientpatientpatient(Barrows (Barrows (Barrows(Barrows&Anderson, Anderson, Anderson, Anderson, 1964 19641964)on acomputer computercomputer for anytime anytime -anywhere anywhereanywhereanywhere access access to the experience experience experience experience . USC Standard Standard Standard Patient Patient Patientseeks seeks to : • improve improve clinicclinic clinicclinic -based based medicalmedical medical medical encounter encounter simulation simulation simulation withwith withthe goal to create create engaging engagingengaging engagingvirtual virtual standardized standardized standardized standardizedstandardized patient patient patient(VSP) encounters, encounters, encounters, encounters, • enable enable objective objective objective and meaningful meaningful meaningful meaningfulassessment assessment assessment assessmentof learner learner interview interview performance performance performance performance and mature mature physician physicianphysician physicianphysicianinterviewing interviewing interviewinginterviewinginterviewing &diagnosticdiagnostic diagnosticdiagnosticdiagnosticdiagnostic skills skills skills. VirtualVirtual Virtualstandardized standardized standardized standardized patients patients patients (VSP) : • Aconversational conversational conversational simulated simulatedsimulated simulatedpatientpatient patient used usedfor medical medical medicaltraining training and capableapable apable of natural natural natural language languagelanguage languageinteraction interactioninteraction interaction withwith verbal verbal and nonverbal nonverbal nonverbal nonverbalbehavior behavior behavior behaviorresponses responses responses • OffersOffersOffers consistent, consistent, consistent, objective objective objective},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert "Skip"
The Ultimate Skinner Box: Clinical Virtual Reality 1990-2016 Journal Article
In: Engadget, 2017.
@article{rizzo_ultimate_2017,
title = {The Ultimate Skinner Box: Clinical Virtual Reality 1990-2016},
author = {Albert "Skip" Rizzo},
url = {https://www.engadget.com/2017/01/10/the-ultimate-skinner-box-clinical-virtual-reality-1990-2016/},
year = {2017},
date = {2017-01-01},
journal = {Engadget},
abstract = {The last decade has given rise to a dramatic increase in the global adoption of innovative digital technologies. This can be seen in the rapid acceptance and growing demand for mobile devices, high speed network access, smart televisions, social media, hyper-realistic digital games, behavioral sensing devices, and now the 2nd coming of Virtual Reality! Such consumer driven technologies that were considered to be visionary just 10 years ago have now become common and increasingly essential fixtures in the current digital landscape},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Filter
2010
Wu, Dongrui; Parsons, Thomas D.; Narayanan, Shrikanth
Acoustic Feature Analysis in Speech Emotion Primitives Estimation Proceedings Article
In: Proceedings of InterSpeech, Makuhari, Japan, 2010.
Abstract | Links | BibTeX | Tags: MedVR
@inproceedings{wu_acoustic_2010,
title = {Acoustic Feature Analysis in Speech Emotion Primitives Estimation},
author = {Dongrui Wu and Thomas D. Parsons and Shrikanth Narayanan},
url = {http://ict.usc.edu/pubs/Acoustic%20Feature%20Analysis%20in%20Speech%20Emotion%20Primitives%20Estimation.pdf},
year = {2010},
date = {2010-09-01},
booktitle = {Proceedings of InterSpeech},
address = {Makuhari, Japan},
abstract = {We recently proposed a family of robust linear and nonlin- ear estimation techniques for recognizing the three emotion primitives–valence, activation, and dominance–from speech. These were based on both local and global speech duration, en- ergy, MFCC and pitch features. This paper aims to study the relative importance of these four categories of acoustic features in this emotion estimation context. Three measures are consid- ered: the number of features from each category when all fea- tures are used in selection, the mean absolute error (MAE) when each category is used separately, and the MAE when a category is excluded from feature selection. We find that the relative importance is in the order of MFCC textbackslashtextbackslashtextbackslashtextbackslashtextgreater Energy ≈ Pitch textbackslashtextbackslashtextbackslashtextbackslashtextgreater Du- ration. Additionally, estimator fusion almost always improves performance, and locally weighted fusion always outperforms average fusion regardless of the number of features used.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {inproceedings}
}
Eini, D. Shefer; Ratzon, N.; Rizzo, Albert; Yeh, Shih-Ching; Lange, Belinda; Yaffe, B.; Daich, A.; Weiss, P. L.; Kizony, Rachel
A simple camera tracking virtual reality system for evaluation of wrist range of motion Proceedings Article
In: Proceedings of the 8th International Conference on Disability, Virtual Reality and Associated Technology (ICDVRAT), pp. 123–130, Valparaiso, Chile, 2010.
Abstract | Links | BibTeX | Tags: MedVR
@inproceedings{eini_simple_2010,
title = {A simple camera tracking virtual reality system for evaluation of wrist range of motion},
author = {D. Shefer Eini and N. Ratzon and Albert Rizzo and Shih-Ching Yeh and Belinda Lange and B. Yaffe and A. Daich and P. L. Weiss and Rachel Kizony},
url = {http://ict.usc.edu/pubs/A%20simple%20camera%20tracking%20virtual%20reality%20system%20for%20evaluation%20of%20wrist%20range%20of%20motion.pdf},
year = {2010},
date = {2010-09-01},
booktitle = {Proceedings of the 8th International Conference on Disability, Virtual Reality and Associated Technology (ICDVRAT)},
pages = {123–130},
address = {Valparaiso, Chile},
abstract = {Clinicians assess wrist and hand function to identify pathology, monitor effectiveness of treatment, and determine the readiness to return to work and other activities. The goniometer, the conventional evaluation tool used to assess range of motion (ROM), is most suited to the measurement of passive and active joint ROM under conditions that entail static, non-functional movements. Instruments that measure ROM during complex, dynamic tasks may encumber the movement. We have adapted a simple optical tracking device that uses a low-cost webcam to track two diodes, referred to as the Virtual Wrist Tracker (VWT), to assess wrist ROM in 30 subjects, aged 18-65 years; fifteen patients had sustained orthopaedic injuries and 15 were control subjects. ROM was assessed by a standard goniometer and by the VWT under two conditions: visual auditory feedback and auditory pacing feedback. The results of test-retest analysis of control subjects demonstrated good reliability for the VWT during wrist extension and moderate reliability during wrist flexion. High, significant correlations were found between the ROM for wrist extension and flexion as measured by a goniometer and via the VWT in the research group and for wrist extension but not for wrist flexion in the control group. A repeated measures ANOVA mixed design showed no significant differences in wrist extension ROM or in wrist flexion ROM during the performance of the task with visual and auditory feedback versus a task with auditory pacing, nor was there interaction effects between task type and group during extension and flexion. Wrist ROM in either direction increased as the participant progressed from one target rectangle to the next; statistically significant interaction effect was found between ROM in target position and group indicating that the difference between the targets in the control group was significantly different than in the research group. Finally, both groups enjoyed performing the VWT tasks but the control subjects felt greater presence, success and control. The VWT appears to be a reliable and valid tool for assessing wrist ROM during dynamic activities.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {inproceedings}
}
Lange, Belinda; Flynn, Sheryl; Proffitt, Rachel; Chang, Chien-Yen; Rizzo, Albert
Development of an interactive game-based rehabilitation tool for dynamic balance training Journal Article
In: Topics in Stroke Rehabilitation, vol. 17, no. 5, pp. 345–352, 2010.
Abstract | Links | BibTeX | Tags: MedVR
@article{lange_development_2010-1,
title = {Development of an interactive game-based rehabilitation tool for dynamic balance training},
author = {Belinda Lange and Sheryl Flynn and Rachel Proffitt and Chien-Yen Chang and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Development%20of%20an%20interactive%20game-based%20rehabilitation%20tool%20for%20dynamic%20balance%20training.pdf},
year = {2010},
date = {2010-09-01},
journal = {Topics in Stroke Rehabilitation},
volume = {17},
number = {5},
pages = {345–352},
abstract = {Conventional physical therapy techniques have been shown to improve balance, mobility, and gait following neurological injury. Treatment involves training patients to transfer weight onto the impaired limb to improve weight shift while standing and walking. Visual biofeedback and force plate systems are often used for treatment of balance and mobility disorders. Researchers have also been exploring the use of video game consoles such as the Nintendo Wii Fit as rehabilitation tools. Case studies have demonstrated that the use of video games may have promise for balance rehabilitation. However, initial usability studies and anecdotal evidence suggest that the current commercial games are not compatible with controlled, specific exercise required to meet therapy goals. Based on focus group data and observations with patients, a game has been developed to specifically target weight shift training using an open source game engine and the Nintendo Wii Fit Balance Board. The prototype underwent initial usability testing with a sample of clinicians and with persons with neurological injury. Overall, feedback was positive, and areas for improvement were identified. This preliminary research provides support for the development of a game that caters specifically to the key requirements of balance rehabilitation.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Lange, Belinda; Buckwalter, John Galen; Forbell, Eric; Kim, Julia; Sagae, Kenji; Williams, Josh; Difede, JoAnn; Rothbaum, Barbara O.; Reger, Greg; Parsons, Thomas D.; Kenny, Patrick G.
SimCoach: An Intelligent Virtual Human System for Providing Healthcare Information and Support Proceedings Article
In: Proceedings of the 8th International Conference on Disability, Virtual Reality and Associated Technology (ICDVRAT), Valparaiso, Chile, 2010.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@inproceedings{lange_simcoach_2010,
title = {SimCoach: An Intelligent Virtual Human System for Providing Healthcare Information and Support},
author = {Belinda Lange and John Galen Buckwalter and Eric Forbell and Julia Kim and Kenji Sagae and Josh Williams and JoAnn Difede and Barbara O. Rothbaum and Greg Reger and Thomas D. Parsons and Patrick G. Kenny},
url = {http://ict.usc.edu/pubs/SimCoach-%20an%20intelligent%20virtual%20human%20system%20for%20providing%20healthcare%20information%20and%20support.pdf},
year = {2010},
date = {2010-09-01},
booktitle = {Proceedings of the 8th International Conference on Disability, Virtual Reality and Associated Technology (ICDVRAT)},
address = {Valparaiso, Chile},
abstract = {Over the last 15 years, a virtual revolution has taken place in the use of Virtual Reality simulation technology for clinical purposes. Recent shifts in the social and scientific landscape have now set the stage for the next major movement in Clinical Virtual Reality with the "birth" of intelligent virtual humans. This paper will present an overview of the SimCoach project that aims to develop virtual human support agents to serve as online guides for promoting access to psychological healthcare information and for assisting military personnel and family members in breaking down barriers to initiating care. While we believe that the use of virtual humans to serve the role of virtual therapists is still fraught with both technical and ethical concerns, the SimCoach project does not aim to become a "doc in box". Rather, the SimCoach experience is being designed to attract and engage military Service Members, Veterans and their significant others who might not otherwise seek help with a live healthcare provider. It is expected that this experience will motivate users to take the first step – to empower themselves to seek advice and information regarding their healthcare (e.g., psychological health, traumatic brain injury, addiction, etc.) and general personal welfare (i.e., other non-medical stressors such as economic or relationship issues) – and encourage them to take the next step towards seeking other, more formal resources if needed.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert
Virtual Iraq/Afghanistan and how it is helping some Troops and Vets with PTSD Journal Article
In: Veterans Today: Military & Foreign Affairs Journal, 2010.
@article{rizzo_virtual_2010-1,
title = {Virtual Iraq/Afghanistan and how it is helping some Troops and Vets with PTSD},
author = {Albert Rizzo},
url = {http://www.veteranstoday.com/2010/07/29/virtual-iraqafghanistan-and-how-it-is-helping-some-troops-and-vets-with-ptsd/},
year = {2010},
date = {2010-07-01},
journal = {Veterans Today: Military & Foreign Affairs Journal},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Wu, Dongrui; Parsons, Thomas D.; Mower, Emily; Narayanan, Shrikanth
Speech Emotion Estimation in 3D Space Proceedings Article
In: Proceedings of IEEE 2010, Singapore, 2010.
Abstract | Links | BibTeX | Tags: MedVR
@inproceedings{wu_speech_2010,
title = {Speech Emotion Estimation in 3D Space},
author = {Dongrui Wu and Thomas D. Parsons and Emily Mower and Shrikanth Narayanan},
url = {http://ict.usc.edu/pubs/SPEECH%20EMOTION%20ESTIMATION%20IN%203D%20SPACE.pdf},
year = {2010},
date = {2010-07-01},
booktitle = {Proceedings of IEEE 2010},
address = {Singapore},
abstract = {Speech processing is an important aspect of affective computing. Most research in this direction has focused on classifying emotions into a small number of categories. However, numerical representations of emotions in a multi-dimensional space can be more appropriate to reflect the gradient nature of emotion expressions, and can be more convenient in the sense of dealing with a small set of emotion primitives. This paper presents three approaches (robust regression, support vector regression, and locally linear re- construction) for emotion primitives estimation in 3D space (valence/activation/dominance), and two approaches (average fusion and locally weighted fusion) to fuse the three elementary estimators for better overall recognition accuracy. The three elementary esti- mators are diverse and complementary because they cover both linear and nonlinear models, and both global and local models. These five approaches are compared with the state-of-the-art estimator on the same spontaneously elicited emotion dataset. Our results show that all of our three elementary estimators are suitable for speech emotion estimation. Moreover, it is possible to boost the estimation performance by fusing them properly since they appear to leverage complementary speech features.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {inproceedings}
}
Gerardi, Maryrose; Cukor, Judith; Difede, JoAnn; Rizzo, Albert; Rothbaum, Barbara O.
Virtual Reality Exposure Therapy for Post-Traumatic Stress Disorder and Other Anxiety Disorders Journal Article
In: Current Psychiatry Reports, vol. 12, no. 4, pp. 298–305, 2010.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@article{gerardi_virtual_2010,
title = {Virtual Reality Exposure Therapy for Post-Traumatic Stress Disorder and Other Anxiety Disorders},
author = {Maryrose Gerardi and Judith Cukor and JoAnn Difede and Albert Rizzo and Barbara O. Rothbaum},
url = {http://ict.usc.edu/pubs/Virtual%20Reality%20Exposure%20Therapy%20for%20Post-Traumatic%20Stress%20Disorder%20and%20Other%20Anxiety%20Disorders.pdf},
year = {2010},
date = {2010-06-01},
journal = {Current Psychiatry Reports},
volume = {12},
number = {4},
pages = {298–305},
abstract = {Anxiety disorders, including phobias and post- traumatic stress disorder, are common and disabling disorders that often involve avoidance behavior. Cognitive-behavioral treatments, specifically imaginal and in vivo forms of exposure therapy, have been accepted and successful forms of treatment for these disorders. Virtual reality exposure therapy, an alternative to more traditional exposure-based therapies, involves immersion in a computer-generated virtual environment that minimizes avoidance and facilitates emo- tional processing. In this article, we review evidence on the application of virtual reality exposure therapy to the treatment of specific phobias and post-traumatic stress disorder and discuss its advantages and cautions.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {article}
}
Courtney, Chris; Dawson, Michael E.; Schell, Anne M.; Iyer, Arvind; Parsons, Thomas D.
Better than the real thing: eliciting fear with moving and static computer-generated stimuli Journal Article
In: International Journal of Psychophysiology, 2010.
Abstract | Links | BibTeX | Tags: MedVR
@article{courtney_better_2010,
title = {Better than the real thing: eliciting fear with moving and static computer-generated stimuli},
author = {Chris Courtney and Michael E. Dawson and Anne M. Schell and Arvind Iyer and Thomas D. Parsons},
url = {http://ict.usc.edu/pubs/Better%20than%20the%20real%20thing-%20Eliciting%20fear%20with%20moving%20and%20static%20computer-generated%20stimuli.pdf},
year = {2010},
date = {2010-06-01},
journal = {International Journal of Psychophysiology},
abstract = {As the popularity of virtual reality as an exposure therapy increases, it is important to validate the use of computer-generated stimuli in comparison to standardized images of "real" phobic objects, such as those of the International Affective Picture System (IAPS). The present study examined physiological and subjective measures of negative affect when viewing static IAPS images, static computer-generated images and moving videos of computer-generated images of feared stimuli and other negative stimuli which were not specifically feared. For example, a picture of a spider would be a "feared" stimulus for a spider fearful participant, whereas a picture of a snake would be categorized as a "negative" stimulus for that participant. Eighteen participants scoring high (high fear (HF) cohort) on questionnaires assessing specific fears of spiders or snakes and 20 participants scoring low (low fear (LF) cohort) on the questionnaires viewed the stimuli. The computer-generated videos elicited greater physiological (skin conductance and startle eyeblink potentiation) and self-report arousal responses than the IAPS images and the computer-generated static images. Computer-generated stills and IAPS images did not differ in eliciting emotional responses. Additionally, HF participants showed greater heart rate acceleration and larger skin conductance responses to their feared stimulus than to the negative stimulus, especially when viewing computer-generated moving videos. The results demonstrate the importance of motion in eliciting fear and the usefulness of computer-generated stimuli in the study of emotion.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Melo, Celso M.; Kenny, Patrick G.; Gratch, Jonathan
Real-time expression of affect through respiration Journal Article
In: Computer Animtion and Virtual Worlds, vol. 21, pp. 225+234, 2010.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@article{de_melo_real-time_2010,
title = {Real-time expression of affect through respiration},
author = {Celso M. Melo and Patrick G. Kenny and Jonathan Gratch},
url = {http://ict.usc.edu/pubs/Real-time%20expression%20of%20affect%20through%20respiration.pdf},
year = {2010},
date = {2010-05-01},
journal = {Computer Animtion and Virtual Worlds},
volume = {21},
pages = {225+234},
abstract = {Affect has been shown to influence respiration in people. This paper takes this insight and proposes a real-time model to express affect through respiration in virtual humans. Fourteen affective states are explored: excitement, relaxation, focus, pain, relief, boredom, anger, fear, panic, disgust, surprise, startle, sadness, and joy. Specific respiratory patterns are described from the literature for each of these affective states. Then, a real-time model of respiration is proposed that uses morphing to animate breathing and provides parameters to control respiration rate, respiration depth and the respiration cycle curve. These parameters are used to implement the respiratory patterns. Finally, a within-subjects study is described where subjects are asked to classify videos of the virtual human expressing each affective state with or without the specific respiratory patterns. The study was presented to 41 subjects and the results show that the model improved perception of excitement, pain, relief, boredom, anger, fear, panic, disgust, and startle.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {article}
}
Lange, Belinda; Requejo, P.; Flynn, Sheryl; Rizzo, Albert; Valero-Cuevas, F. J.; Baker, L.; Winstein, Carolee J.
The Potential of Virtual Reality and Gaming to Assist Successful Aging with Disability Journal Article
In: Physical Medicine Rehabilitation Clinics of North America, vol. 21, no. 2, pp. 339–356, 2010.
Abstract | Links | BibTeX | Tags: MedVR
@article{lange_potential_2010,
title = {The Potential of Virtual Reality and Gaming to Assist Successful Aging with Disability},
author = {Belinda Lange and P. Requejo and Sheryl Flynn and Albert Rizzo and F. J. Valero-Cuevas and L. Baker and Carolee J. Winstein},
url = {http://ict.usc.edu/pubs/The%20Potential%20of%20Virtual%20Reality%20and%20Gaming%20to%20Assist%20Successful%20Aging%20with%20Disability.pdf},
year = {2010},
date = {2010-05-01},
journal = {Physical Medicine Rehabilitation Clinics of North America},
volume = {21},
number = {2},
pages = {339–356},
abstract = {Using the advances in computing power, software and hardware technologies, virtual reality (VR), and gaming applications have the potential to address clinical challenges for a range of disabilities. VR-based games can potentially provide the ability to assess and augment cognitive and motor rehabilitation under a range of stimulus conditions that are not easily controllable and quantifiable in the real world. This article discusses an approach for maximizing function and participation for those aging with and into a disability by combining task-specific training with advances in VR and gaming technologies to enable positive behavioral modifications for independence in the home and community. There is potential for the use of VR and game applications for rehabilitating, maintaining, and enhancing those processes that are affected by aging with and into disability, particularly the need to attain a balance in the interplay between sensorimotor function and cognitive demands and to reap the benefits of task-specific training and regular physical activity and exercise.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Melo, Celso M.; Kenny, Patrick G.; Gratch, Jonathan
The Influence of Autonomic Signals on Perception of Emotions in Embodied Agents Journal Article
In: Applied Artificial Intelligence Journal, vol. Applied Artificial Intelligence Journal, no. Special Issue, 2010.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@article{de_melo_influence_2010,
title = {The Influence of Autonomic Signals on Perception of Emotions in Embodied Agents},
author = {Celso M. Melo and Patrick G. Kenny and Jonathan Gratch},
url = {http://ict.usc.edu/pubs/THE%20INFLUENCE%20OF%20AUTONOMIC%20SIGNALS%20ON%20PERCEPTION%20OF%20EMOTIONS%20IN%20EMBODIED%20AGENTS.pdf},
year = {2010},
date = {2010-04-01},
journal = {Applied Artificial Intelligence Journal},
volume = {Applied Artificial Intelligence Journal},
number = {Special Issue},
abstract = {Specific patterns of autonomic activity have been reported when people experience emotions. Typical autonomic signals that change with emotion are wrinkles, blushing, sweating, tearing and respiration. This article explores whether these signals can also influence the perception of emotion in embodied agents. The article first reviews the literature on specific autonomic signal patterns associated with certain affective states. Next, it proceeds to describe a realtime model for wrinkles, blushing, sweating, tearing and respiration that is capable of implementing those patterns. Two studies are then described: in the first, subjects compare surprise, sadness, anger, shame, pride and fear expressed in an agent with or without blushing, wrinkles, sweating or tears; in the second, subjects compare excitement, relaxation, focus, pain, relief, boredom, anger, fear, panic, disgust, surprise, startle, sadness and joy expressed in an agent with or without typical respiration patterns. The first study shows a statistically significant positive effect on perception of surprise, sadness, anger, shame and fear. The second study shows a statistically significant positive effect on perception of excitement, pain, relief, boredom, anger, fear, panic, disgust and startle. The relevance of these results is discussed for the fields of artificial intelligence and intelligent virtual agents.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert; Parsons, Thomas D.; Buckwalter, John Galen; Kenny, Patrick G.
A New Generation of Intelligent Virtual Patients for Clinical Training Proceedings Article
In: Proceedings of IEEE Virtual Reality Conference, Waltham, MA, 2010.
Abstract | Links | BibTeX | Tags: MedVR
@inproceedings{rizzo_new_2010,
title = {A New Generation of Intelligent Virtual Patients for Clinical Training},
author = {Albert Rizzo and Thomas D. Parsons and John Galen Buckwalter and Patrick G. Kenny},
url = {http://ict.usc.edu/pubs/A%20New%20Generation%20of%20Intelligent%20Virtual%20Patients%20for%20Clinical%20Training.pdf},
year = {2010},
date = {2010-03-01},
booktitle = {Proceedings of IEEE Virtual Reality Conference},
address = {Waltham, MA},
abstract = {Over the last 15 years, a virtual revolution has taken place in the use of Virtual Reality simulation technology for clinical purposes. Recent shifts in the social and scientific landscape have now set the stage for the next major movement in Clinical Virtual Reality with the "birth" of intelligent virtual humans. Seminal research and development has appeared in the creation of highly interactive, artificially intelligent and natural language capable virtual human agents that can engage real human users in a credible fashion. No longer at the level of a prop to add context or minimal faux interaction in a virtual world, virtual human representations can be designed to perceive and act in a 3D virtual world, engage in face-to-face spoken dialogues with real users (and other virtual humans) and in some cases, they are capable of exhibiting human-like emotional reactions. This paper will present a brief rationale and overview of their use in clinical training and then detail our work developing and evaluating artificially intelligent virtual humans for use as virtual standardized patients in clinical training with novice clinicians. We also discuss a new project that uses a virtual human as an online guide for promoting access to psychological healthcare information and for assisting military personnel and family members in breaking down barriers to initiating care. While we believe that the use of virtual humans to serve the role of virtual therapists is still fraught with both technical and ethical concerns, we have had success in the initial creation of virtual humans that can credibly mimic the content and interaction of a patient with a clinical disorder for training purposes. As technical advances continue, this capability is expected to have a significant impact on how clinical training is conducted in psychology and medicine.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {inproceedings}
}
Pollak, Yehuda; Shomaly, Hanan Barhoum; Weiss, Patrice L.; Rizzo, Albert; Gross-Tsur, Varda
Methylphenidate effect in children with ADHD can be measured by an ecologically valid continuous performance test embedded in virtual reality Journal Article
In: CNS Spectrums, vol. 15, no. 2, pp. 125–130, 2010.
Abstract | Links | BibTeX | Tags: MedVR
@article{pollak_methylphenidate_2010,
title = {Methylphenidate effect in children with ADHD can be measured by an ecologically valid continuous performance test embedded in virtual reality},
author = {Yehuda Pollak and Hanan Barhoum Shomaly and Patrice L. Weiss and Albert Rizzo and Varda Gross-Tsur},
url = {http://ict.usc.edu/pubs/Methylphenidate%20Effect%20in%20Children%20With%20ADHD.pdf},
year = {2010},
date = {2010-02-01},
journal = {CNS Spectrums},
volume = {15},
number = {2},
pages = {125–130},
abstract = {BACKGROUND: Continuous performance tasks (CPTs) embedded in a virtual reality (VR) classroom environment have been shown to be a sensitive and user-friendly assessment tool to detect cognitive deficits related to attention-deficit/hyperactivity disorder (ADHD). The aim of the current study was to compare the performance of children with ADHD on a VR-CPT while on and off treatment with methylphenidate (MPH) and to compare the VR-CPT to a currently used CPT, Test of Variables of Attention (TOVA). METHODS: Twenty-seven children with ADHD underwent the VR-CPT, the same CPT without VR (no VR-CPT), and the TOVA, 1 hour after the ingestion of either placebo or 0.3 mg/kg MPH, in a double-blind, placebo-controlled, crossover design. Immediately following CPT, subjects described their subjective experiences on the Short Feedback Questionnaire. RESULTS: MPH reduced omission errors to a greater extent on the VR-CPT compared to the no VR-CPT and the TOVA, and decreased other CPT measures on all types of CPT to a similar degree. Children rated the VR-CPT as more enjoyable compared to the other types of CPT. CONCLUSIONS: It is concluded that the VR-CPT is a sensitive and user-friendly assessment tool in measuring the response to MPH in children with ADHD.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert; Difede, JoAnn; Rothbaum, Barbara O.; Reger, Greg
Virtual Iraq/Afghanistan: Development and Early Evaluation of a Virtual Reality Exposure Therapy System for Combat-Related PTSD Journal Article
In: Annals of the New York Academy of Sciences (NYAS), vol. 1208, pp. 114–125, 2010.
@article{rizzo_virtual_2010,
title = {Virtual Iraq/Afghanistan: Development and Early Evaluation of a Virtual Reality Exposure Therapy System for Combat-Related PTSD},
author = {Albert Rizzo and JoAnn Difede and Barbara O. Rothbaum and Greg Reger},
url = {http://ict.usc.edu/pubs/Development%20and%20early%20evaluation.pdf},
year = {2010},
date = {2010-01-01},
journal = {Annals of the New York Academy of Sciences (NYAS)},
volume = {1208},
pages = {114–125},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Miyahira, Sarah D.; Folen, Raymond; Stetz, Melba; Rizzo, Albert; Kawasaki, Michelle M.
Use of Immersive Virtual Reality for Treating Anger Journal Article
In: Annual Review of CyberTherapy and Telemedicine, pp. 65–68, 2010.
Abstract | Links | BibTeX | Tags: MedVR
@article{miyahira_use_2010,
title = {Use of Immersive Virtual Reality for Treating Anger},
author = {Sarah D. Miyahira and Raymond Folen and Melba Stetz and Albert Rizzo and Michelle M. Kawasaki},
url = {http://ict.usc.edu/pubs/Use%20of%20Immersive%20Virtual%20Reality%20for%20Treating%20Anger.pdf},
year = {2010},
date = {2010-01-01},
journal = {Annual Review of CyberTherapy and Telemedicine},
pages = {65–68},
abstract = {Poorly managed anger responses can be detrimental to one's physical and psychosocial well- being. Cognitive behavior therapies (CBT) have been found to be effective in treating anger disorders. A key component of CBT treatment is exposure to the anger arousing stimuli. Virtual reality (VR) environments can elicit potent reactions and may facilitate the treatment of anger. An anger VR environment with six video vignettes was developed by this study to examine the anger arousal potential of VR. Outcome measures included assessment of emotional reactivity, state anger, and presence. The results showed that significant anger arousal occurred during exposure to the VR environment, and arousal was greater when viewed in an immersive HMD than a non-immersive flat screen. In addition, presence was found to moderate the effects of VR. Low presence resulted in low reactivity regardless of the display modality.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Lange, Belinda; Flynn, Sheryl; Chang, Chien-Yen; Ahmed, A.; Geng, Y.; Utsav, K.; Xu, M.; Seok, D.; Cheng, S.; Rizzo, Albert
Development of an interactive rehabilitation game using the Nintendo WiiFit Balance Board for people with neurological injury Journal Article
In: Topics in Stroke Rehabilitation, vol. 15, no. 5, pp. 345–352, 2010.
Abstract | Links | BibTeX | Tags: MedVR
@article{lange_development_2010,
title = {Development of an interactive rehabilitation game using the Nintendo WiiFit Balance Board for people with neurological injury},
author = {Belinda Lange and Sheryl Flynn and Chien-Yen Chang and A. Ahmed and Y. Geng and K. Utsav and M. Xu and D. Seok and S. Cheng and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Development%20of%20an%20interactive%20rehabilitation%20game%20using%20the%20Nintendo%C2%AE%20WiiFitTM%20Balance%20Board%20for%20people%20with%20neurological%20injury.pdf},
year = {2010},
date = {2010-01-01},
journal = {Topics in Stroke Rehabilitation},
volume = {15},
number = {5},
pages = {345–352},
abstract = {Conventional physical therapy techniques have been shown to improve balance, mobility, and gait following neurological injury. Treatment involves training patients to transfer weight onto the impaired limb to improve weight shift while standing and walking. Visual biofeedback and force plate systems are often used for treatment of balance and mobility disorders. Researchers have also been exploring the use of video game consoles such as the Nintendo Wii Fit as rehabilitation tools. Case studies have demonstrated that the use of video games may have promise for balance rehabilitation. However, initial usability studies and anecdotal evidence suggest that the current commercial games are not compatible with controlled, specific exercise required to meet therapy goals. Based on focus group data and observations with patients, a game has been developed to specifically target weight shift training using an open source game engine and the Nintendo Wii Fit Balance Board. The prototype underwent initial usability testing with a sample of clinicians and with persons with neurological injury. Overall, feedback was positive, and areas for improvement were identified. This preliminary research provides support for the development of a game that caters specifically to the key requirements of balance rehabilitation.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Fidopiastis, Cali M.; Rizzo, Albert; Rolland, Jannick P.
User-centered virtual environment design for virtual rehabilitation Journal Article
In: Journal of Neuroengineering and Rehabilitation, vol. 7, no. 11, 2010.
Abstract | Links | BibTeX | Tags: MedVR
@article{fidopiastis_user-centered_2010,
title = {User-centered virtual environment design for virtual rehabilitation},
author = {Cali M. Fidopiastis and Albert Rizzo and Jannick P. Rolland},
url = {http://ict.usc.edu/pubs/User-centered%20virtual%20environment%20design%20for%20virtual%20rehabilitation.pdf},
year = {2010},
date = {2010-01-01},
journal = {Journal of Neuroengineering and Rehabilitation},
volume = {7},
number = {11},
abstract = {BACKGROUND: As physical and cognitive rehabilitation protocols utilizing virtual environments transition from single applications to comprehensive rehabilitation programs there is a need for a new design cycle methodology. Current human-computer interaction designs focus on usability without benchmarking technology within a user-in-the-loop design cycle. The field of virtual rehabilitation is unique in that determining the efficacy of this genre of computer-aided therapies requires prior knowledge of technology issues that may confound patient outcome measures. Benchmarking the technology (e.g., displays or data gloves) using healthy controls may provide a means of characterizing the "normal" performance range of the virtual rehabilitation system. This standard not only allows therapists to select appropriate technology for use with their patient populations, it also allows them to account for technology limitations when assessing treatment efficacy. METHODS: An overview of the proposed user-centered design cycle is given. Comparisons of two optical see-through head-worn displays provide an example of benchmarking techniques. Benchmarks were obtained using a novel vision test capable of measuring a user's stereoacuity while wearing different types of head-worn displays. Results from healthy participants who performed both virtual and real-world versions of the stereoacuity test are discussed with respect to virtual rehabilitation design. RESULTS: The user-centered design cycle argues for benchmarking to precede virtual environment construction, especially for therapeutic applications. Results from real-world testing illustrate the general limitations in stereoacuity attained when viewing content using a head-worn display. Further, the stereoacuity vision benchmark test highlights differences in user performance when utilizing a similar style of head-worn display. These results support the need for including benchmarks as a means of better understanding user outcomes, especially for patient populations. CONCLUSIONS: The stereoacuity testing confirms that without benchmarking in the design cycle poor user performance could be misconstrued as resulting from the participant's injury state. Thus, a user-centered design cycle that includes benchmarking for the different sensory modalities is recommended for accurate interpretation of the efficacy of the virtual environment based rehabilitation programs.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Toneman, Michelle; Brayshaw, Julie; Lange, Bridget; Trimboli, Connie
In: Australian Occupational Therapy Journal, vol. 57, pp. 246–252, 2010.
@article{toneman_examination_2010,
title = {Examination of the change in Assessment of Motor and Process Skills performance in patients with acquired brain injury between the hospital and home environment},
author = {Michelle Toneman and Julie Brayshaw and Bridget Lange and Connie Trimboli},
url = {http://ict.usc.edu/pubs/Examination%20of%20the%20change%20in%20Assessment%20of%20Motor%20and%20Process%20Skills%20performance%20in%20patients%20with%20acquired%20brain%20injury%20between%20the%20hospital%20and%20home%20environment.pdf},
doi = {10.1111/j.1440-1630.2009.00832.x},
year = {2010},
date = {2010-01-01},
journal = {Australian Occupational Therapy Journal},
volume = {57},
pages = {246–252},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Olden, Megan; Cukor, Judith; Rizzo, Albert; Rothbaum, Barbara O.; Difede, JoAnn
House calls revisited: leveraging technology to overcome obstacles to veteran psychiatric care and improve treatment outcomes Journal Article
In: Annals of the New York Academy of Sciences (NYAS), vol. 1208, pp. 133–141, 2010.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@article{olden_house_2010,
title = {House calls revisited: leveraging technology to overcome obstacles to veteran psychiatric care and improve treatment outcomes},
author = {Megan Olden and Judith Cukor and Albert Rizzo and Barbara O. Rothbaum and JoAnn Difede},
url = {http://ict.usc.edu/pubs/House%20calls%20revisited.pdf},
year = {2010},
date = {2010-01-01},
journal = {Annals of the New York Academy of Sciences (NYAS)},
volume = {1208},
pages = {133–141},
abstract = {Despite an increasing number of military service members in need of mental health treatment following deployment to Iraq and Afghanistan, numerous psychological and practical barriers limit access to care. Perceived stigma about admitting psychological difficulties as well as frequent long distances to treatment facilities reduce many veterans' willingness and ability to receive care. Telemedicine and virtual human technologies offer a unique potential to ex- pand services to those in greatest need. Telemedicine-based treatment has been used to address multiple psychiatric disorders, including posttraumatic stress disorder, depression, and substance use, as well as to provide suicide risk as- sessment and intervention. Clinician education and training has also been enhanced and expanded through the use of distance technologies, with trainees practicing clinical skills with virtual patients and supervisors connecting with clin- icians via videoconferencing. The use of these innovative and creative vehicles offers a significant and as yet unfulfilled promise to expand delivery of high-quality psychological therapies, regardless of clinician and patient location.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {article}
}
Lange, Belinda; Flynn, Sheryl; Chang, Chien-Yen; Liang, W.; Chieng, C. L.; Si, Y.; Nanavati, C.; Rizzo, Albert
Development of an interactive stepping game to reduce falls in the elderly Proceedings Article
In: 8th International Conference on Disability, Virtual Reality and Associated Technology (ICDVRAT), Valparaiso, Chile, 2010.
Abstract | Links | BibTeX | Tags: MedVR
@inproceedings{lange_development_2010-2,
title = {Development of an interactive stepping game to reduce falls in the elderly},
author = {Belinda Lange and Sheryl Flynn and Chien-Yen Chang and W. Liang and C. L. Chieng and Y. Si and C. Nanavati and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Development%20of%20an%20interactive%20stepping%20game%20to%20reduce%20falls%20in%20the%20elderly.pdf},
year = {2010},
date = {2010-01-01},
booktitle = {8th International Conference on Disability, Virtual Reality and Associated Technology (ICDVRAT)},
address = {Valparaiso, Chile},
abstract = {More than one-third of people over the age of 65 experience falls each year, and those who fall once are two to three times more likely to fall again. A fall can significantly limit a person’s ability to remain self-sufficient. Fall injuries are responsible for significant disability, reduced physical function, and loss of independence. However, falls are not an inevitable result of aging. Systematic reviews of fall intervention studies have established that prevention programs can reduce falls. Physical activities, including strengthening exercises, tai chi, dancing and walking have been demonstrated to improve balance and decrease risk of falls in older adults. Modified dance-based exercises that include step-based movements have been demonstrated to improve endurance and balance in older adults. Dance video games, using a dance mat with areas that the player must step on in time with cues on the screen, have been demonstrated to improve activity and mood and reduce weight in children and youth. However, these dance games often include fast paced music, frequent jumping and an overload of visual information, movement and colors on the screen. This paper outlines the development of a prototype rhythm game that leverages the benefits of step-based exercise and dance video games to improve balance and reduce falls in older adults.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {inproceedings}
}
Lange, Belinda; Flynn, Sheryl
Games for rehabilitation: the voice of the players Proceedings Article
In: Proceedings of the 8th International Conference on Disability, Virtual Reality and Associated Technology (ICDVRAT), Valparaiso, Chile, 2010.
Abstract | Links | BibTeX | Tags: MedVR
@inproceedings{lange_games_2010,
title = {Games for rehabilitation: the voice of the players},
author = {Belinda Lange and Sheryl Flynn},
url = {http://ict.usc.edu/pubs/Games%20for%20rehabilitation-%20the%20voice%20of%20the%20players.pdf},
year = {2010},
date = {2010-01-01},
booktitle = {Proceedings of the 8th International Conference on Disability, Virtual Reality and Associated Technology (ICDVRAT)},
address = {Valparaiso, Chile},
abstract = {The purpose of this study is to explore the use of video games from the perspective of the disabled player. Over 150 participants responded to an online survey exploring the use of video games for rehabilitation. The respondents represented nine countries throughout the world. The survey consisted of questions regarding subject demographics, living situation, activities of daily living assistance requirements, use of assistive devices, and computer use. Other questions addressed the responders disability. Video game play experience, activity, game play, controller use and accessibility are addressed. Questions regarding the use of currently available off the shelf video games in rehabilitation are explored. Lastly, we surveyed the future of video games and how they can be improved for rehabilitation and leisure enjoyment. The results of this survey are presented. In general, individuals with disabilities enjoy playing video games and play video games often. However, players with disabilities would appreciate educating the game industry about disabilities and how to make games with a more universal game design.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {inproceedings}
}
2009
Carter, Steven R.; Buckwalter, John Galen
In: Interpersona: An International Journal on Personal Relationships, vol. 3, no. Special Issue, pp. 105–125, 2009.
Abstract | Links | BibTeX | Tags: MedVR
@article{carter_enhancing_2009,
title = {Enhancing Mate Selection through the Internet: A Comparison of Relationship Quality between Marriages arising from an Online Matchmaking System and Marriages arising from Unfettered Selection.},
author = {Steven R. Carter and John Galen Buckwalter},
url = {http://ict.usc.edu/pubs/Enhancing%20Mate%20Selection%20through%20the%20Internet.pdf},
year = {2009},
date = {2009-12-01},
journal = {Interpersona: An International Journal on Personal Relationships},
volume = {3},
number = {Special Issue},
pages = {105–125},
abstract = {The current work investigates the effects of a broadly adopted online matchmaking site on the nature and quality of married couples formed. Measures of personality, emotion, interests, values and marital adjustment were collected from a sample of married couples who had been introduced by an online matchmaking service, and from a sample of married couples who had met through unfettered choice. Results showed that couples introduced by the online matchmaking site were more similar, and that such similarity in general using the current measures was a strong predictor of marital adjustment in both online matched and comparison couples. Marriages resulting from the online matchmaking service were observed to have significantly higher scores for marital adjustment. We conclude that online matchmaking services based on predictive inference and proscribed selection can be observed to have a significant and meaningful impact on marital quality.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Cukor, Judith; Spitalnick, Josh; Difede, JoAnn; Rizzo, Albert; Rothbaum, Barbara O.
Emerging Treatments for PTSD Journal Article
In: Clinical Psychology Review, 2009.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@article{cukor_emerging_2009,
title = {Emerging Treatments for PTSD},
author = {Judith Cukor and Josh Spitalnick and JoAnn Difede and Albert Rizzo and Barbara O. Rothbaum},
url = {http://ict.usc.edu/pubs/Emerging%20treatments%20for%20PTSD.pdf},
year = {2009},
date = {2009-12-01},
journal = {Clinical Psychology Review},
abstract = {Recent innovations in posttraumatic stress disorder (PTSD) research have identified new treatments with significant potential, as well as novel enhancements to empirically-validated treatments. This paper reviews emerging psychotherapeutic and pharmacologic interventions for the treatment of PTSD. It examines the evidence for a range of interventions, from social and family-based treatments to technological-based treatments. It describes recent findings regarding novel pharmacologic approaches including propranolol, ketamine, prazosin, and methylenedioxymethamphetamine. Special emphasis is given to the description of virtual reality and D-cycloserine as enhancements to prolonged exposure therapy.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {article}
}
Dutton, William H.; Helsper, Ellen J.; Whitty, Monica T.; Li, Nai; Buckwalter, John Galen; Lee, Erina
The role of the internet in reconfiguring marriages: a cross-national study Journal Article
In: Interpersona: An International Journal on Personal Relationships, vol. 3, no. Special Issue, pp. 51–59, 2009.
Abstract | Links | BibTeX | Tags: MedVR
@article{dutton_role_2009,
title = {The role of the internet in reconfiguring marriages: a cross-national study},
author = {William H. Dutton and Ellen J. Helsper and Monica T. Whitty and Nai Li and John Galen Buckwalter and Erina Lee},
url = {http://ict.usc.edu/pubs/The%20role%20of%20the%20internet%20in%20reconfiguring%20marriages-%20a%20cross-national%20study.pdf},
year = {2009},
date = {2009-12-01},
journal = {Interpersona: An International Journal on Personal Relationships},
volume = {3},
number = {Special Issue},
pages = {51–59},
abstract = {This study explores the role of the Internet in reconfiguring marriages, introducing couples that meet in person and later marry, through a set of online surveys of married couples in Britain, Australia, and Spain. The study found that a sizeable proportion of online married couples in each country first met their spouse online, usually through an online dating service, chat room or on instant messaging (IM). This was more the case for younger couples. Moreover, the study indicates that meeting online is likely to introduce people to others whom they would not be as likely to meet through other means. The Internet might well open people to more diversity in their choice of a partner, such as by introducing individuals with greater differences in age or education, but with more similar interests and values. These findings are preliminary, but suggestive of significant social trends and indirect implications of social networking in the digital age.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Parsons, Thomas D.; Rizzo, Albert; Rogers, Steven A.; York, Philip
Virtual Reality in Paediatric Rehabilitation: A Review Journal Article
In: Developmental Neurorehabilitation, vol. 12, no. 4, pp. 224–238, 2009.
Abstract | Links | BibTeX | Tags: MedVR
@article{parsons_virtual_2009-1,
title = {Virtual Reality in Paediatric Rehabilitation: A Review},
author = {Thomas D. Parsons and Albert Rizzo and Steven A. Rogers and Philip York},
url = {http://ict.usc.edu/pubs/Virtual%20reality%20in%20paediatric%20rehabilitation-%20A%20review.pdf},
doi = {10.1080/17518420902991719},
year = {2009},
date = {2009-08-01},
journal = {Developmental Neurorehabilitation},
volume = {12},
number = {4},
pages = {224–238},
abstract = {Objective: To provide a narrative review of studies regarding the outcomes of Virtual Reality (VR)-based treatment and rehabilitation programmes within the paediatric population. Methods: Studies related to the use of VR across a number of paediatric areas (e.g. cerebral palsy, autism, foetal alcohol syndrome and attention deficits) were identified and summarized. Results: Outcomes from the studies reviewed provide preliminary support for the use of VR. Conclusion: VR may be an effective treatment method for specific disorders, although the generalizability of this literature is hindered by several methodological limitations, such as small samples and the absence of appropriate control participants.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Flynn, Sheryl; Lange, Belinda; Rizzo, Albert; Valero-Cuevas, F. J.; Baker, L.; Winstein, Carolee J.
An overview of a USC Rehabilitation Engineering Research Center: The use of virtual reality for a range of motor impairments Proceedings Article
In: Virtual Rehabilitation International Conference, 2009.
Abstract | Links | BibTeX | Tags: MedVR
@inproceedings{flynn_overview_2009,
title = {An overview of a USC Rehabilitation Engineering Research Center: The use of virtual reality for a range of motor impairments},
author = {Sheryl Flynn and Belinda Lange and Albert Rizzo and F. J. Valero-Cuevas and L. Baker and Carolee J. Winstein},
url = {http://ict.usc.edu/pubs/An%20overview%20of%20a%20USC%20Rehabilitation%20Engineering%20Research%20Center-%20The%20use%20of%20virtual%20reality%20for%20a%20range%20of%20motor%20impairments.pdf},
year = {2009},
date = {2009-06-01},
booktitle = {Virtual Rehabilitation International Conference},
abstract = {This paper describes the use of Virtual Reality in four projects within a Rehabilitation Engineering Research Center at the University of Southern California. The Research Center aims to develop and assess a range of technologies for people aging with and into a disability. One of the deliverables of this Center will be the development of a Virtual Rehabilitation Toolkit, a series of Virtual Reality video based games for use with a range of impairments for a variety of disabilities including spinal cord injury, traumatic brain injury, stroke, Parkinson's disease, and cerebral palsy.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {inproceedings}
}
Yeh, Shih-Ching; Newman, Brad; Liewer, Matt; Pair, Jarrell; Treskunov, Anton; Reger, Greg; Rothbaum, Barbara O.; Difede, JoAnn; Spitalnick, Josh; McLay, Robert N.; Parsons, Thomas D.; Rizzo, Albert
A Virtual Iraq System for the Treatment of Combat-Related Posttraumatic Stress Disorder Proceedings Article
In: IEEE Virtual Reality Conference, Lafayette, LA, 2009.
Abstract | Links | BibTeX | Tags: MedVR
@inproceedings{yeh_virtual_2009,
title = {A Virtual Iraq System for the Treatment of Combat-Related Posttraumatic Stress Disorder},
author = {Shih-Ching Yeh and Brad Newman and Matt Liewer and Jarrell Pair and Anton Treskunov and Greg Reger and Barbara O. Rothbaum and JoAnn Difede and Josh Spitalnick and Robert N. McLay and Thomas D. Parsons and Albert Rizzo},
url = {http://ict.usc.edu/pubs/A%20Virtual%20Iraq%20System%20for%20the%20Treatment%20of%20Combat-Related%20Posttraumatic%20Stress%20Disorder.pdf},
doi = {10.1109/VR.2009.4811017},
year = {2009},
date = {2009-03-01},
booktitle = {IEEE Virtual Reality Conference},
address = {Lafayette, LA},
abstract = {Posttraumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experience including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that at least 1 out of 5 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) delivered exposure therapy for PTSD has been previously used with reports of positive outcomes. The current paper is a follow-up to a paper presented at IEEE VR2006 and will present the rationale and description of a VR PTSD therapy application (Virtual Iraq) and present the findings from its use with active duty service members since the VR2006 presentation. Virtual Iraq consists of a series of customizable virtual scenarios designed to represent relevant Middle Eastern VR contexts for exposure therapy, including a city and desert road convoy environment. User-centered design feedback needed to iteratively evolve the system was gathered from returning Iraq War veterans in the USA and from a system deployed in Iraq and tested by an Army Combat Stress Control Team. Results from an open clinical trial using Virtual Iraq at the Naval Medical Center-San Diego with 20 treatment completers indicate that 16 no longer met PTSD diagnostic criteria at post-treatment, with only one not maintaining treatment gains at 3 month follow-up.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {inproceedings}
}
Yeh, Shih-Ching; Newman, Brad; Liewer, Matt; Pair, Jarrell; Treskunov, Anton; Parsons, Thomas D.; Reger, Greg; Spitalnick, Josh; Rothbaum, Barbara O.; Rizzo, Albert
Application Development and Clinical Results from a Virtual Iraq System for the Treatment of Iraq War PTSD Proceedings Article
In: IEEE VR, Lafayette, LA, 2009.
Abstract | Links | BibTeX | Tags: MedVR
@inproceedings{yeh_application_2009,
title = {Application Development and Clinical Results from a Virtual Iraq System for the Treatment of Iraq War PTSD},
author = {Shih-Ching Yeh and Brad Newman and Matt Liewer and Jarrell Pair and Anton Treskunov and Thomas D. Parsons and Greg Reger and Josh Spitalnick and Barbara O. Rothbaum and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Application%20Development%20and%20Clinical%20Results%20from%20a%20Virtual%20Iraq%20System%20for%20the%20Treatment%20of%20Iraq%20War%20PTSD.pdf},
year = {2009},
date = {2009-03-01},
booktitle = {IEEE VR},
address = {Lafayette, LA},
abstract = {Post Traumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experience including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that at least 1 out of 5 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) delivered exposure therapy for PTSD has been previously used with reports of positive outcomes. The current paper is a follow-up to a paper presented at IEEE VR2006 and will present the rationale and description of a VR PTSD therapy application (Virtual Iraq) and present the findings from its use with active duty service members since the VR2006 presentation. Virtual Iraq consists of a series of customizable virtual scenarios designed to represent relevant Middle Eastern VR contexts for exposure therapy, including a city and desert road convoy environment. User-centered design feedback needed to iteratively evolve the system was gathered from returning Iraq War veterans in the USA and from a system deployed in Iraq and tested by an Army Combat Stress Controll Team. Results from an open clinical trial using Virtual Iraq at the Naval Medical Center-San Diego with 20 treatment completers indicate that 16 no longer met PTSD diagnostic criteria at post-treatment, with only one not maintaining treatment gains at 3 month follow-up.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {inproceedings}
}
Courtney, Chris; Dawson, Michael E.; Schell, Anne M.; Parsons, Thomas D.
In: Lecture Notes in Computer Science, vol. 5638, pp. 459–468, 2009.
Abstract | Links | BibTeX | Tags: MedVR
@article{courtney_affective_2009,
title = {Affective Computer-Generated Stimulus Exposure: Psychophysiological Support for Increased Elicitation of Negative Emotions in High and Low Fear Subjects},
author = {Chris Courtney and Michael E. Dawson and Anne M. Schell and Thomas D. Parsons},
url = {http://ict.usc.edu/pubs/Affective%20Computer-Generated%20Stimulus%20Exposure-%20Psychophysiological%20Support%20for%20Increased%20Elicitation%20of%20Negative%20Emotions%20in%20High%20and%20Low%20Fear%20Subjects.pdf},
year = {2009},
date = {2009-01-01},
journal = {Lecture Notes in Computer Science},
volume = {5638},
pages = {459–468},
abstract = {The present study examined physiological measures of affect when viewing images from the International Affective Picture System (IAPS), computer-generated still images, and computer-generated videos of feared and non-feared stimuli. Twenty low fear (LF) and twelve high (HF) individuals viewed static and moving images of spiders and snakes. In both LF and HF subjects, computer-generated video images elicited more intense affective responses than the IAPS images and the computer-generated stills. Computer-generated still images were as effective in eliciting fear responses as the IAPS. These results suggest computer-generated images can be as or more effective as the IAPS in eliciting fear. Regardless of modality, HF subjects showed stronger physiological responses to their specifically feared stimulus (snake or spider) than to a non-feared stimulus.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert; Newman, Brad; Parsons, Thomas D.; Difede, JoAnn; Reger, Greg; Holloway, Kevin; Gahm, Greg; McLay, Robert N.; Johnston, Scott; Graap, Ken; Spitalnick, Josh; Bordnick, Patrick; Rothbaum, Barbara O.
Development and Clinical Results from the Virtual Iraq Exposure Therapy Application for PTSD Proceedings Article
In: Proceedings of IEEE Explore: Virtual Rehabilitation 2009, 2009.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@inproceedings{rizzo_development_2009,
title = {Development and Clinical Results from the Virtual Iraq Exposure Therapy Application for PTSD},
author = {Albert Rizzo and Brad Newman and Thomas D. Parsons and JoAnn Difede and Greg Reger and Kevin Holloway and Greg Gahm and Robert N. McLay and Scott Johnston and Ken Graap and Josh Spitalnick and Patrick Bordnick and Barbara O. Rothbaum},
url = {http://ict.usc.edu/pubs/Development%20and%20Clinical%20Results%20from%20the%20Virtual%20Iraq%20Exposure%20Therapy%20Application%20for%20PTSD.pdf},
year = {2009},
date = {2009-01-01},
booktitle = {Proceedings of IEEE Explore: Virtual Rehabilitation 2009},
abstract = {Post Traumatic Stress Disorder (PTSD) is reported to be caused by exposure to an extreme traumatic stressor involving direct personal experience of (or witnessing/learning about) an event that involves actual or threatened death or serious injury, or other threat to one's physical integrity including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Such incidents would be distressing to almost anyone, and are usually experienced with intense fear, horror, and helplessness. Initial data suggests that at least 1 out of 5 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) delivered exposure therapy for PTSD has been previously used with reports of positive outcomes. The current paper will present the rationale and description of a VR PTSD therapy application (Virtual Iraq/Afghanistan) and present initial findings from a number of early studies of its use with active duty service members. Virtual Iraq/Afghanistan consists of a series of customizable virtual scenarios designed to represent relevant Middle Eastern VR contexts for exposure therapy, including a city and desert road convoy environment. User-centered design feedback needed to iteratively evolve the system was gathered from returning Iraq War veterans in the USA and from a system deployed in Iraq and tested by an Army Combat Stress Control Team. Results from an open clinical trial using Virtual Iraq with 20 treatment completers indicated that 16 no longer met PTSD diagnostic criteria at post-treatment, with only one not maintaining treatment gains at 3 month follow-up.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Parsons, Thomas D.; Courtney, Chris; Cosand, Louise; Iyer, Arvind; Rizzo, Albert; Oie, Kelvin
Assessment of Psychophysiological Differences of West Point Cadets and Civilian Controls Immersed within a Virtual Environment Proceedings Article
In: Proceedings of the 5th International Conference on Foundations of Augmented Cognition, pp. 514–523, San Diego, CA, 2009.
Abstract | Links | BibTeX | Tags: MedVR
@inproceedings{parsons_assessment_2009,
title = {Assessment of Psychophysiological Differences of West Point Cadets and Civilian Controls Immersed within a Virtual Environment},
author = {Thomas D. Parsons and Chris Courtney and Louise Cosand and Arvind Iyer and Albert Rizzo and Kelvin Oie},
url = {http://ict.usc.edu/pubs/Assessment%20of%20Psychophysiological%20Differences%20of%20West%20Point%20Cadets%20and%20Civilian%20Controls%20Immersed%20within%20a%20Virtual%20Environment.pdf},
year = {2009},
date = {2009-01-01},
booktitle = {Proceedings of the 5th International Conference on Foundations of Augmented Cognition},
pages = {514–523},
address = {San Diego, CA},
abstract = {An important question for ecologically valid virtual environments is whether cohort characteristics affect immersion. If a method for assessing a certain neurocognitive capacity (e.g. attentional processing) is adapted to a cohort other than the one that was used for the initial normative distribution, data obtained in the new cohort may not be reflective of the neurocognitive capacity in question. We assessed the psychophysiological impact of different levels of immersion upon persons from two cohorts: 1) civilian university students; and 2) West Point Cadets. Cadets were found to have diminished startle eyeblink amplitude compared with civilians, which may reflect that cadets experienced less negative affect during the scenario in general. Further, heart rate data revealed that Cadets had significantly lower heart rates than Civilians in the "low" but not "high" immersion condition. This suggests that "low" immersion conditions may not have the ecological validity necessary to evoke consistent affect across cohorts.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {inproceedings}
}
Kenny, Patrick G.; Parsons, Thomas D.; Gratch, Jonathan; Rizzo, Albert
Evaluation of Novice and Expert Interpersonal Interaction Skills with a Virtual Patient Proceedings Article
In: Lecture Notes in Artificial Intelligence; Proceedings of the 9th International Conference on Intelligent Virtual Agents (IVA), pp. 511–512, Amsterdam, 2009.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@inproceedings{kenny_evaluation_2009,
title = {Evaluation of Novice and Expert Interpersonal Interaction Skills with a Virtual Patient},
author = {Patrick G. Kenny and Thomas D. Parsons and Jonathan Gratch and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Evaluation%20of%20Novice%20and%20Expert%20Interpersonal%20Interaction%20Skills%20with%20a%20Virtual%20Patient.pdf},
year = {2009},
date = {2009-01-01},
booktitle = {Lecture Notes in Artificial Intelligence; Proceedings of the 9th International Conference on Intelligent Virtual Agents (IVA)},
volume = {5773},
pages = {511–512},
address = {Amsterdam},
abstract = {Interactive Virtual Standardized Patients (VP) can provide meaningful training for clinicians. These VP’s portray interactive embodied conversational characters with realistic representations of a mental or physical problem to be diagnosed or discussed. This research is a continuation of evaluating of our VP "Justina" which suffers from Posttraumatic Stress Disorder (PTSD) from a sexual attack and presents the results of comparing novices, test subjects without medical training, and experts interacting with 'Justina' to find out if they could elicit the proper responses to make a diagnosis and to investigate the topics and questions the novices asked for coverage of the categories and criteria of PTSD as defined in the DSM-IV. It is assumed that novices will perform better than experts, however the main investigation is to gather empirical data and understand why this is true and how this can be used to improve the system. There have not been, to the authors' knowledge, any studies in evaluating experts and non-experts with virtual human characters in the psychological domain.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Parsons, Thomas D.; Kenny, Patrick G.; Cosand, Louise; Iyer, Arvind; Courtney, Chris; Rizzo, Albert
A Virtual Human Agent for Assessing Bias in Novice Therapists Journal Article
In: Medicine Meets Virtual Reality, vol. 17, pp. 253–258, 2009.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@article{parsons_virtual_2009,
title = {A Virtual Human Agent for Assessing Bias in Novice Therapists},
author = {Thomas D. Parsons and Patrick G. Kenny and Louise Cosand and Arvind Iyer and Chris Courtney and Albert Rizzo},
url = {http://ict.usc.edu/pubs/A%20Virtual%20Human%20Agent%20for%20Assessing%20Bias%20in%20Novice%20Therapists.pdf},
doi = {10.3233/978-1-58603-964-6-253},
year = {2009},
date = {2009-01-01},
journal = {Medicine Meets Virtual Reality},
volume = {17},
pages = {253–258},
abstract = {Monitoring the psychological and physiological activity of persons interacting with virtual humans poses exacting measurement challenges. Three experiments are reported in this paper. In these experiments we made use of Virtual Human Agent technology to assess persons' psychological and physiological responses to Virtual Standardized Patients. The first experiment provided support for the usability of the Virtual Standardized Patients through the use of a virtual character emulating an adolescent male with conduct disorder. In the second experiment we further developed the technology and aimed at assessing whether novice mental health clinicians could conduct an interview with a virtual character that emulates an adolescent female who has recently been physically traumatized. The third experiment looked at the usability of Virtual Standardized Patients for eliciting psychophysiological responses following exposure to virtual humans representing different ethnicities.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {article}
}
Parsons, Thomas D.; Notebaert, Andrew J.; Shields, Edgar W.; Guskiewicz, Kevin M.
Application of Reliable Change Indices To Computerized Neuropsychological Measures of Concussion Journal Article
In: International Journal of Neuroscience, vol. 119, pp. 492–507, 2009.
Abstract | Links | BibTeX | Tags: MedVR
@article{parsons_application_2009,
title = {Application of Reliable Change Indices To Computerized Neuropsychological Measures of Concussion},
author = {Thomas D. Parsons and Andrew J. Notebaert and Edgar W. Shields and Kevin M. Guskiewicz},
url = {http://ict.usc.edu/pubs/APPLICATION%20OF%20RELIABLE%20CHANGE%20INDICES%20TO%20COMPUTERIZED%20NEUROPSYCHOLOGICAL%20MEASURES%20OF%20CONCUSSION.pdf},
doi = {10.1080/00207450802330876},
year = {2009},
date = {2009-01-01},
journal = {International Journal of Neuroscience},
volume = {119},
pages = {492–507},
abstract = {Serial assessments of neurocognitive functioning in athletes with concussion are commonly used for return to play decisions. This study provides reliable change indices (RCIs) for computerized tests from 40 NCAA Division I collegiate athletes that suffered a sports-related concussion. The normative data that resulted from the RCIs and subsequent analyses of differences between improved and not improved athletes may aid both clinicians and researchers to assess whether observed change on neuropsychological measures is reliable change or change due simply to practice effects. Hence, the RCIs presented herein provide information that may be used judiciously by a clinician for assessing meaningful change.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Kenny, Patrick G.; Parsons, Thomas D.; Rizzo, Albert
A Comparative Analysis between Experts and Novices Interacting with a Virtual Patient with PTSD Journal Article
In: Annual Review of CyberTherapy and Telemedicine, pp. 122–124, 2009.
Abstract | Links | BibTeX | Tags: MedVR
@article{kenny_comparative_2009,
title = {A Comparative Analysis between Experts and Novices Interacting with a Virtual Patient with PTSD},
author = {Patrick G. Kenny and Thomas D. Parsons and Albert Rizzo},
url = {http://ict.usc.edu/pubs/A%20Comparative%20Analysis%20between%20Experts%20and%20Novices%20Interacting%20with%20a%20Virtual%20Patient%20with%20PTSD.pdf},
year = {2009},
date = {2009-01-01},
journal = {Annual Review of CyberTherapy and Telemedicine},
pages = {122–124},
abstract = {Virtual patients will provide a means to train the next generation of clinical residents. Interacting and engaging with virtual characters portraying standardized patients can have meaningful outcomes. As a cumulative set of data analysis, we investigate the comparison of how well novices, subjects without any clinical interviewing background, with experts, clinicians, or resident student clinicians with interviewing skills to assess if they could elicit the proper information from verbal interactions with a virtual character.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Parsons, Thomas D.; Iyer, Arvind; Cosand, Louise; Courtney, Chris; Rizzo, Albert
Neurocognitive and Psychophysiological Analysis of Human Performance within Virtual Reality Environments Journal Article
In: Studies in Health Technology and Informatics, vol. 142, pp. 247–252, 2009.
Abstract | Links | BibTeX | Tags: MedVR
@article{parsons_neurocognitive_2009,
title = {Neurocognitive and Psychophysiological Analysis of Human Performance within Virtual Reality Environments},
author = {Thomas D. Parsons and Arvind Iyer and Louise Cosand and Chris Courtney and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Neurocognitive%20and%20Psychophysiological%20Analysis%20of%20Human%20Performance%20within%20Virtual%20Reality%20Environments.pdf},
doi = {10.3233/978-1-58603-964-6-247},
year = {2009},
date = {2009-01-01},
journal = {Studies in Health Technology and Informatics},
volume = {142},
pages = {247–252},
abstract = {Monitoring the neurocognitive and psychophysiological activity of persons operating within a complex environment poses exacting measurement challenges. Three experiments are reported in this paper. In these experiments we made use of VRCPAT to assess persons' neurocognitive and psychophysiological responses to high-fidelity, immersive virtual environments. The first experiment provided continued support for the validity of the VRCPAT as a measure of learning and memory through the use of an increased sample size. In the second experiment we aimed at assessing whether an increase in stimulus complexity would result in a significant decrease in performance on attentional tasks. We also wanted to see whether an increase in stimulus intensity would result in a significant decrease in performance on attentional tasks. The third experiment looked at participants' psychophysiological responses in both low and high immersion virtual environments.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Lange, Belinda; Flynn, Sheryl; Rizzo, Albert
Initial usability assessment of off-the-shelf video game consoles for clinical game-based motor rehabilitation Journal Article
In: Physical Therapy Reviews, vol. 14, no. 5, pp. 355–363, 2009.
Abstract | Links | BibTeX | Tags: MedVR
@article{lange_initial_2009,
title = {Initial usability assessment of off-the-shelf video game consoles for clinical game-based motor rehabilitation},
author = {Belinda Lange and Sheryl Flynn and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Initial%20usability%20assessment%20of%20off-the-shelf%20video%20game%20consoles%20for%20clinical%20game-based%20motor%20rehabilitation.pdf},
year = {2009},
date = {2009-01-01},
journal = {Physical Therapy Reviews},
volume = {14},
number = {5},
pages = {355–363},
abstract = {Off-the-shelf games for consoles such as the Nintendo Wii, Nintendo WiiFit and Sony PlayStation 2 EyeToy have been developed and tested for the purpose of entertainment. Many clinics are adopting the use of these off-the-shelf devices for exercise, social interaction and rehabilitation because they are affordable, accessible and can be used within the clinic and home. Our group carried out initial usability evaluations for these off-the-shelf games and a prototype game (using an off-the-shelf device) specifically developed for people with disabilities.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Kenny, Patrick G.; Parsons, Thomas D.; Rothbaum, Barbara O.; Difede, JoAnn; Reger, Greg; Rizzo, Albert
Optimizing Clinical Training for the Treatment of PTSD Using Virtual Patients Journal Article
In: Annual Review of CyberTherapy and Telemedicine, pp. 264–268, 2009.
Abstract | Links | BibTeX | Tags: MedVR
@article{kenny_optimizing_2009,
title = {Optimizing Clinical Training for the Treatment of PTSD Using Virtual Patients},
author = {Patrick G. Kenny and Thomas D. Parsons and Barbara O. Rothbaum and JoAnn Difede and Greg Reger and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Optimizing%20Clinical%20Training%20for%20the%20Treatment%20of%20PTSD%20Using%20Virtual%20Patients.pdf},
year = {2009},
date = {2009-01-01},
journal = {Annual Review of CyberTherapy and Telemedicine},
pages = {264–268},
abstract = {Adequate treatment of PTSD is a growing concern for the military. However, there is a shortage of qualified personnel available to apply this treatment. Virtual patient systems offer a novel technology to enhance the training needs of such health providers. This pilot project builds on previous work done with virtual patients and describes a novel scenario wherein a virtual patient is immersed within an exposure therapy simulation while a clinician interacts and guides the virtual patient through the recovery process using exposure therapy for PTSD. While this work is ongoing, preliminary results will be presented.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert; Difede, JoAnn; Rothbaum, Barbara O.; Johnston, Scott; McLay, Robert N.; Reger, Greg; Gahm, Greg; Parsons, Thomas D.; Graap, Ken; Pair, Jarrell
VR PTSD Exposure Therapy Results with Active Duty OIF/OEF Combatants Journal Article
In: Medicine Meets Virtual Reality, vol. 17, 2009.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@article{rizzo_vr_2009,
title = {VR PTSD Exposure Therapy Results with Active Duty OIF/OEF Combatants},
author = {Albert Rizzo and JoAnn Difede and Barbara O. Rothbaum and Scott Johnston and Robert N. McLay and Greg Reger and Greg Gahm and Thomas D. Parsons and Ken Graap and Jarrell Pair},
url = {http://ict.usc.edu/pubs/VR%20PTSD%20Exposure%20Therapy%20Results%20with%20Active%20Duty%20OIF%20OEF%20Combatants.pdf},
year = {2009},
date = {2009-01-01},
journal = {Medicine Meets Virtual Reality},
volume = {17},
abstract = {Post Traumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experience including military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Reports indicate that at least 1 out of 6 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality exposure therapy has been previously used for PTSD with reports of positive outcomes. This paper will present a brief description of the USC/ICT Virtual Iraq/Afghanistan PTSD therapy application and present clinical outcome data from active duty patients treated at the Naval Medical Center-San Diego (NMCSD) as of October 2009. Initial outcomes from the first twenty patients to complete treatment indicate that 16 no longer meet diagnostic criteria for PTSD at post treatment. Research and clinical tests using the Virtual Iraq/Afghanistan software are also currently underway at Weill Cornell Medical College, Emory University, Fort Lewis and WRAMC along with 20 other test sites.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {article}
}
Kenny, Patrick G.; Parsons, Thomas D.; Rizzo, Albert
Human Computer Interaction in Virtual Standardized Patient Systems Journal Article
In: Lecture Notes in Computer Science, pp. 514–523, 2009.
Abstract | Links | BibTeX | Tags: MedVR
@article{kenny_human_2009,
title = {Human Computer Interaction in Virtual Standardized Patient Systems},
author = {Patrick G. Kenny and Thomas D. Parsons and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Human%20Computer%20Interaction%20in%20Virtual%20Standardized%20Patient%20Systems.pdf},
year = {2009},
date = {2009-01-01},
journal = {Lecture Notes in Computer Science},
pages = {514–523},
abstract = {Interactive computer generated characters can be applied to the medical field as virtual patients for clinical training. The user interface for the virtual characters takes on the same appearance and behavior as a human. To assess if these virtual patients can be used to train skills such as interviewing and diagnosis they need to respond as a patient would. The primary goal of this study was to investigate if clinicians could elicit proper responses from questions relevant for an interview from a virtual patient. A secondary goal was to evaluate psychological variables such as openness and immersion on the question/response composites and the believability of the character as a patient.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Iyer, Arvind; Cosand, Louise; Courtney, Chris; Rizzo, Albert; Parsons, Thomas D.
Considerations for Designing Response Quantification Procedures in Non-traditional Psychophysiological Applications Journal Article
In: Lecture Notes in Artificial Intelligence, pp. 479–487, 2009.
Abstract | Links | BibTeX | Tags: MedVR
@article{iyer_considerations_2009,
title = {Considerations for Designing Response Quantification Procedures in Non-traditional Psychophysiological Applications},
author = {Arvind Iyer and Louise Cosand and Chris Courtney and Albert Rizzo and Thomas D. Parsons},
url = {http://ict.usc.edu/pubs/Considerations%20for%20Designing%20Response%20Quantification%20Procedures%20in%20Non-traditional%20Psychophysiological%20Applications.pdf},
year = {2009},
date = {2009-01-01},
journal = {Lecture Notes in Artificial Intelligence},
pages = {479–487},
abstract = {Psychophysiological assesment in the context of virtual environments is a promising means for benchmarking the efficacy and ecological validity of virtual reality scenarios. When applied to human-computer interaction, psychophysiological and affective computing approaches may increase facility for development of the next generation of human-computer systems. Such systems have the potential to use psychophysiological signals for user-feedback and adaptive responding. As the composition of investigating teams becomes diverse in keeping with interdisciplinary trends, there is a need to review defacto standards of psychophysiological respnse quantification and arrive at consensus protocols adequately addressing the concerns of basic researchers and application developers. The current paper offers a demonstration of the ways in which such consensus scoring protocols may be derived. Electromyographic eye-blink scoring from an immersion investigation is used as an illustrative case study.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
2008
Rizzo, Albert; Parsons, Thomas D.; Pair, Jarrell; McLay, Robert N.; Johnston, Scott; Perlman, Karen; Deal, Robert; Reger, Greg; Gahm, Greg; Roy, Michael; Shilling, Russell; Rothbaum, Barbara O.; Graap, Ken; Spitalnick, Josh; Bordnick, Patrick; Difede, JoAnn
Clinical Results from the Virtual Iraq Exposure Therapy Application for PTSD Proceedings Article
In: Proceedings of the 26th Army Science Conference, Orlando, FL, 2008.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@inproceedings{rizzo_clinical_2008,
title = {Clinical Results from the Virtual Iraq Exposure Therapy Application for PTSD},
author = {Albert Rizzo and Thomas D. Parsons and Jarrell Pair and Robert N. McLay and Scott Johnston and Karen Perlman and Robert Deal and Greg Reger and Greg Gahm and Michael Roy and Russell Shilling and Barbara O. Rothbaum and Ken Graap and Josh Spitalnick and Patrick Bordnick and JoAnn Difede},
url = {http://ict.usc.edu/pubs/Clinical%20Results%20from%20the%20Virtual%20Iraq%20Esposure%20Therapy%20Application%20for%20PTSD.pdf},
year = {2008},
date = {2008-12-01},
booktitle = {Proceedings of the 26th Army Science Conference},
address = {Orlando, FL},
abstract = {Post Traumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experience including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that at least 1 out of 5 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) delivered exposure therapy for PTSD has been previously used with reports of positive outcomes. The current paper will present the rationale and description of a VR PTSD therapy application (Virtual Iraq) and present initial findings from its use with active duty service members. Virtual Iraq consists of a series of customizable virtual scenarios designed to represent relevant Middle Eastern VR contexts for exposure therapy, including a city and desert road convoy environment. User-centered design feedback needed to iteratively evolve the system was gathered from returning Iraq War veterans in the USA and from a system deployed in Iraq and tested by an Army Combat Stress Control Team. Results from an open clinical trial using Virtual Iraq at the Naval Medical Center-San Diego with 20 treatment completers indicate that 16 no longer met PTSD diagnostic criteria at post-treatment, with only one not maintaining treatment gains at 3 month follow-up.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Pataki, Caroly; Sugar, Jeff; Kenny, Patrick G.; Parsons, Thomas D.; Rizzo, Albert; Pato, Michele; George, Cheryl St.
A Virtual Adolescent Patient with PTSD for Training Psychiatrists Proceedings Article
In: Proceedings of the 55th Annual Meeting of the American Academy of Child Adolescent Psychiatry, Chicago, IL, 2008.
@inproceedings{pataki_virtual_2008,
title = {A Virtual Adolescent Patient with PTSD for Training Psychiatrists},
author = {Caroly Pataki and Jeff Sugar and Patrick G. Kenny and Thomas D. Parsons and Albert Rizzo and Michele Pato and Cheryl St. George},
url = {http://ict.usc.edu/pubs/A%20Virtual%20Adolescent%20Patient%20with%20PTSD%20for%20Training%20Psychiatrists.pdf},
year = {2008},
date = {2008-10-01},
booktitle = {Proceedings of the 55th Annual Meeting of the American Academy of Child Adolescent Psychiatry},
address = {Chicago, IL},
keywords = {MedVR},
pubstate = {published},
tppubtype = {inproceedings}
}
Parsons, Thomas D.; Rizzo, Albert
Virtual Human Patients for Training of Clinical Interview and Communication Skills Proceedings Article
In: Proceedings of the 2008 International Conference on Disability, Virtual Reality and Associated Technology, Maia, Portugal, 2008, ISBN: 07 049 15 00 6.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@inproceedings{parsons_virtual_2008,
title = {Virtual Human Patients for Training of Clinical Interview and Communication Skills},
author = {Thomas D. Parsons and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Virtual%20Human%20Patients%20for%20Training%20of%20Clinical%20Interview%20and%20Communication%20Skills.pdf},
isbn = {07 049 15 00 6},
year = {2008},
date = {2008-09-01},
booktitle = {Proceedings of the 2008 International Conference on Disability, Virtual Reality and Associated Technology},
address = {Maia, Portugal},
abstract = {Although schools commonly make use of standardized patients to teach interview skills, the diversity of the scenarios standardized patients can characterize is limited by availability of human actors. Virtual Human Agent technology has evolved to a point where esearchers may begin developing mental health applications that make use of virtual reality patients. The work presented here is a preliminary attempt at what we believe to be a large application area. Herein we describe an ongoing study of our virtual patients. We present an approach that allows novice mental health clinicians to conduct an interview with virtual character that emulates 1) an adolescent male with conduct disorder; and 2) an adolescent female who has recently been physically traumatized.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Parsons, Thomas D.; Cosand, Louise; Courtney, Chris; Iyer, Arvind; Rizzo, Albert
Neuropsychological Assessment using the Virtual Reality Cognitive Performance Assessment Test Proceedings Article
In: Proceedings of the 2008 International Conference on Disability, Virtual Reality and Associated Technology, 2008.
Abstract | Links | BibTeX | Tags: MedVR
@inproceedings{parsons_neuropsychological_2008,
title = {Neuropsychological Assessment using the Virtual Reality Cognitive Performance Assessment Test},
author = {Thomas D. Parsons and Louise Cosand and Chris Courtney and Arvind Iyer and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Neurocognitive%20Workload%20Assessment%20Using%20the%20Virtual%20Reality%20Cognitive%20Performance%20Assessment%20Test.pdf},
year = {2008},
date = {2008-09-01},
booktitle = {Proceedings of the 2008 International Conference on Disability, Virtual Reality and Associated Technology},
abstract = {The traditional approach to assessing neurocognitive performance makes use of paper and pencil neuropsychological assessments. This received approach has been criticized as limited in the area of ecological validity. The newly developed Virtual Reality Cognitive Performance Assessment Test (VRCPAT) focuses upon enhanced ecological validity using virtual environment scenarios to assess neurocognitive processing. The VRCPAT battery and a europsychological assessment were conducted with a sample of healthy adults. Findings suggest 1) good construct validity for the Memory Module; and 2) that increase in stimulus complexity and stimulus intensity can manipulate attention performance within the Attention Module.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {inproceedings}
}
Bolas, Mark; Lange, Belinda; Dallas, I.; Rizzo, Albert
Engaging breathing exercises: developing an interactive XNA-based air flow sensing and control system Proceedings Article
In: Virtual Rehabilitation, pp. 72, Vancouver, CA, 2008.
Abstract | Links | BibTeX | Tags: MedVR, MxR
@inproceedings{bolas_engaging_2008,
title = {Engaging breathing exercises: developing an interactive XNA-based air flow sensing and control system},
author = {Mark Bolas and Belinda Lange and I. Dallas and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Engaging%20breathing%20exercises-%20developing%20an%20interactive%20XNA-based%20air%20flow%20sensing%20and%20control%20system.jpg},
year = {2008},
date = {2008-08-01},
booktitle = {Virtual Rehabilitation},
pages = {72},
address = {Vancouver, CA},
abstract = {The aim of this project was to make breathing exercises for children with Cystic Fibrosis fun. We developed a prototype device that uses breathing to control specifically designed video games.},
keywords = {MedVR, MxR},
pubstate = {published},
tppubtype = {inproceedings}
}
Kenny, Patrick G.; Parsons, Thomas D.; Gratch, Jonathan; Rizzo, Albert
Virtual Humans for Assisted Health Care Proceedings Article
In: Pervasive Technologies for Assistive Environments (PETRA) Conference Proceedings, ACM, Athens, Greece, 2008.
Abstract | Links | BibTeX | Tags: MedVR, Social Simulation, Virtual Humans
@inproceedings{kenny_virtual_2008-1,
title = {Virtual Humans for Assisted Health Care},
author = {Patrick G. Kenny and Thomas D. Parsons and Jonathan Gratch and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Virtual%20Humans%20for%20Assisted%20Health%20Care.pdf},
year = {2008},
date = {2008-07-01},
booktitle = {Pervasive Technologies for Assistive Environments (PETRA) Conference Proceedings},
publisher = {ACM},
address = {Athens, Greece},
abstract = {There is a growing need for applications that can dynamically interact with aging populations to gather information, monitor their health care, provide information, or even act as companions. Virtual human agents or virtual characters offer a technology that can enable human users to overcome the confusing interfaces found in current human-computer interactions. These artificially intelligent virtual characters have speech recognition, natural language and vision that will allow human users to interact with their computers in a more natural way. Additionally, sensors may be used to monitor the environment for specific behaviors that can be fused into a virtual human system. As a result, the virtual human may respond to a patient or elderly person in a manner that will have a powerful affect on their living situation. This paper will describe the virtual human technology developed and some current applications that apply the technology to virtual patients for mental health diagnosis and clinician training. Additionally the paper will discuss possible ways in which the virtual humans may be utilized for assisted health care and for the integration of multi-modal input to enhance the virtual human system.},
keywords = {MedVR, Social Simulation, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Kenny, Patrick G.; Parsons, Thomas D.; Pataki, Caroly; Pato, Michele; George, Cheryl St.; Sugar, Jeff; Rizzo, Albert
Virtual Justina: A PTSD Virtual Patient for Clinical Classroom Training Proceedings Article
In: Annual Review of CyberTherapy and Telemedicine, pp. 113–118, 2008.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@inproceedings{kenny_virtual_2008-2,
title = {Virtual Justina: A PTSD Virtual Patient for Clinical Classroom Training},
author = {Patrick G. Kenny and Thomas D. Parsons and Caroly Pataki and Michele Pato and Cheryl St. George and Jeff Sugar and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Virtual%20Justina-%20A%20PTSD%20Virtual%20Patient%20for%20Clinical%20Classroom%20Training.pdf},
year = {2008},
date = {2008-06-01},
booktitle = {Annual Review of CyberTherapy and Telemedicine},
volume = {6},
pages = {113–118},
abstract = {The effects of trauma exposure manifest themselves in a wide range of symptoms: anxiety, post-traumatic stress disorder, fear, and various behavior problems. Effective interview skills are a core competency for the clinicians who will be working with children and adolescents exposed to trauma. The current project aims to improve child and adolescent psychiatry residents, and medical students’ interviewing skills and diagnostic acumen through practice with a female adolescent virtual human with post-traumatic stress disorder. This interaction with a virtual patient provides a context where immediate feedback can be provided regarding trainees’ interviewing skills in terms of psychiatric knowledge, sensitivity, and effectiveness. Results suggest that a virtual standardized patient can generate responses that elicit user questions relevant for PTSD categorization. We conclude with a discussion of the ways in which these capabilities allow virtual patients to serve as unique training tools whose special knowledge and reactions can be continually fed back to trainees. Our initial goal is to focus on a virtual patient with PTSD, but a similar strategy could be applied to teaching a broad variety of psychiatric diagnoses to trainees at every level from medical students, to psychiatry residents, to child and adolescent psychiatry residents.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert; Graap, Ken; Perlman, Karen; McLay, Robert N.; Rothbaum, Barbara O.; Reger, Greg; Parsons, Thomas D.; Difede, JoAnn; Pair, Jarrell
Virtual Iraq: Initial Results from a VR Exposure Therapy Application for Combat-Related PTSD Journal Article
In: Medicine Meets Virtual Reality, vol. 16, pp. 420–425, 2008.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@article{rizzo_virtual_2008,
title = {Virtual Iraq: Initial Results from a VR Exposure Therapy Application for Combat-Related PTSD},
author = {Albert Rizzo and Ken Graap and Karen Perlman and Robert N. McLay and Barbara O. Rothbaum and Greg Reger and Thomas D. Parsons and JoAnn Difede and Jarrell Pair},
url = {http://ict.usc.edu/pubs/Virtual%20Iraq-%20Initial%20Results%20from%20a%20VR%20Exposure%20Therapy%20Application%20for%20Combat-Related%20PTSD.pdf},
year = {2008},
date = {2008-01-01},
journal = {Medicine Meets Virtual Reality},
volume = {16},
pages = {420–425},
abstract = {Post Traumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experience including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that at least 1 out of 6 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) delivered exposure therapy for PTSD has been used with reports of positive outcomes. The aim of the current paper is to present the rationale and brief description of a Virtual Iraq PTSD VR therapy application and present initial findings from its use with PTSD patients. Thus far, Virtual Iraq consists of a series of customizable virtual scenarios designed to represent relevant Middle Eastern VR contexts for exposure therapy, including a city and desert road convoy environment. User-centered design feedback needed to iteratively evolve the system was gathered from returning Iraq War veterans in the USA and from a system deployed in Iraq and tested by an Army Combat Stress Control Team. Clinical trials are currently underway at Ft. Lewis, Camp Pendleton, Emory University, Weill Cornell Medical College, Walter Reed Army Medical Center, San Diego Naval Medical Center and 12 other sites.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {article}
}
Parsons, Thomas D.; Silva, Teri M.; Pair, Jarrell; Rizzo, Albert
Virtual Environment for Assessment of Neurocognitive Functioning: Virtual Reality Cognitive Performance Assessment Test Journal Article
In: Studies in Health Technology and Informatics, vol. 132, pp. 351–356, 2008.
Abstract | Links | BibTeX | Tags: MedVR
@article{parsons_virtual_2008-1,
title = {Virtual Environment for Assessment of Neurocognitive Functioning: Virtual Reality Cognitive Performance Assessment Test},
author = {Thomas D. Parsons and Teri M. Silva and Jarrell Pair and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Virtual%20Environment%20for%20Assessment%20of%20Neurocognitive%20Functioning-%20Virtual%20Reality%20Cognitive%20Performance%20Assessment%20Test.pdf},
year = {2008},
date = {2008-01-01},
journal = {Studies in Health Technology and Informatics},
volume = {132},
pages = {351–356},
abstract = {While standard neuropsychological measures have been found to have adequate predictive value, their ecological validity may diminish predictions about real world functioning. Virtual environments (VEs) are increasingly recognized as ecologically valid tools for neuropsychological assessment. We aim to develop a VE-based neuropsychological battery delivered within the context of a virtual city: Virtual Reality Cognitive Performance Assessment Test (VRCPAT). The 15 minute VRCPAT battery and 1.5 hour in-person neuropsychological assessment were conducted with a sample of 40 healthy adults, between the ages of 21 and 36, that included equivalent distributions of men and women from ethnically diverse populations. No subjects had history of psychiatric or neurologic conditions. Results supported both convergent and discriminant validity. The VRCPAT was found to correlate significantly with traditional neuropsychological tests assessing similar target constructs. No significant correlations existed between VRCPAT measures and non-target constructs. Findings suggest that the VRCPAT measures a capacity consistent with that of traditional neurocognitive measures; and is inconsistent with potential confounds. We conclude that the VRCPAT provides a unique opportunity to reliably and efficiently study neurocognitive function within an ecologically valid environment.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}